Preamble

This level dissection takes apart the first half of the fifth level of Avatar: Into the Inferno in order to discuss my approach to creating entertaining levels.

I regularly read about other designer's approaches and learn from them. The "The Chemistry Of Game Design" article from gamasutra.com (written by Danc of lostgarden.com fame) has been with me for years and has been a highly influential approach that informs much of what I do. In this article I learnt about the skill atom. Broadly, a skill atom is an encapsulation of the experience of learning a discrete function in a game that you perceive as being useful to your advancement through the game. More precisely, the skill atom feedback loop is composed of four main elements (from the article):

The dissection images show where players are learning and praciticing skills atoms. Originally I thought I'd dissect the level to show that I know how to design a fun level, however after dissecting the level I realised just how much the 'skill atom' informs my approach. This is one of my favourite levels and it is obvious to me now that this is largely because it is well paced with a continual drip feeding of skill atoms and no skill atom is repeated (except maybe combat). And hopefully, it also shows that I know how to design a fun level...

But first, watch a playthrough of the level section in disucssion - the first half of the fifth level in Avatar: Into the Inferno.





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A dissection of the skills used and learnt during the level.

A dissection of the navigation, optional challenges and hidden items in the level.

The complete playthrough activity sheet.