When I began teaching my MI330 - Game Level Design class in 2021, I found that most tools
that existed for 2D level design were difficult to use and required several clicks to accomplish
anything, so working with two of my Learning Assistants—Amanda Hackbardt and Jimmy
Phillips—I developed this editor for levels of the classic Nintendo game Metroid.
After logging in, students can see all the levels submitted by their peers as well as several example levels from prior semesters.
The database stores a preview of each level so that students can see the overall layout, which some students used artistically, like the dragon head by Henry Notarianni that I have selected in the image.
Only instructors of the class have access to the "Edit Selected Level" button, which gives us the ability to remotely or asynchronously help students with any issues they have in their levels.
The core competency of this editor is its ease of use, as seen in the animation to the left. Selecting a tile to place—or groups of tiles to place—is as easy as right clicking, allowing students to block out levels with as little friction or learning curve as possible.
The large map to the left of each room shows the overall layout of the map, including doors (blue, red, and orange) and cyan rectangles that define the regions in which the camera can move.
The latest version and two backups of each level are stored in the cloud, enabling students to work on their maps on any computer around the world.
Any time while editing, students can click a button to view their entire level, giving them context and a feeling for overall flow. In my class, students take screenshots of these images and place them in a Level Design Journal to demonstrate how their level changed over the weeks of the project.
Upon completing a playtest, players are also given the ability to see this overview, which helps them remember various specific areas in the map and shows them anywhere that the might not have been able to access.
Nearly all mechanics and enemies of the original game are present in this version, along with several enhancements to make it easier for students to playtest their levels and others.
The minimap at left shows the entire level with each unvisited room barely visible. As the player encounters doors in the level, they are added to the minimap to remind the player to return to them later (red and orange missile doors are removed once they are opened).
As the player encounters new pick-ups, their use is explained. And when testing their own levels, designers can click any pick-up on the left to add it immediately.
One of the key elements of my level design class is peer playtesting and review of blockout, alpha, and beta versions of each other's levels. Upon reaching the end of a playtest session, the game prompts students to give feedback on the level that they just played.
In addition to written feedback, the playtester's path through the level is also recorded and able to be viewed by the designer.