There are 5 types of game levels I could use for my environment. These are levels that are usually used in the games created by the industry. These 5 types of levels are usually found in 3D games/environments which would suit my final major project a lot. The 5 level types that I will be focusing on are: Alley, Maze, Hub, Island and Path. I will explain how these different level types differ from each other.
ALLEY
This level design seems the most fitting for my environment/game, as I would want it to be set in a space station in the same style as something like Dead Space/Prey which are both survival horror games. Alley level designs are mainly found in single player/narrative focused games (just like survival horror games), where the player is sent down a linear path towards an objective. However, occasionally there would be a hidden path that’d take the player to a possible secret. A lot of the time during these types of levels there is a skybox/models outside of windows to give the player an illusion of the world being bigger than it actually is. An example of a game with the alley level design is Dead Space, which has linear corridors with occasional optional paths leading to secrets.

MAZE
This level type was commonly used in old first person retro games from the 90’s, such as the original Doom. This was mostly because of the limitations for the textures throughout the entire game, so by creating multiple areas to go through it adds challenge to the game. An example is Wolfenstein 3D, which only used one texture throughout the entire levels. This level type mainly involves the player exploring multiple paths trying to find the exit of the level (just like a maze). It isn’t as common as it used to be, because this sort of level design usually frustrated the player due to them getting lost frequently and not knowing where to go. Unfortunately, I most likely will not be implementing this level design into my environment/level as it won’t have the limitations of the games that usually had the maze level design. It’s also mainly commonly found in retro shooters, which are not related to my environment. Luckily, I didn’t want the player exploring my environment to be frustrated not knowing where to go.

HUB
The hub level type mainly revolves around there being a central area that the player is in the most frequently, that branches off to different locations that the player can explore. This is commonly found in 3D platformer games, such as Banjo Kazooie and Mario 64, as they both have a central hub area the player is always sent back too after finishing one of the level/paths that branches off from the hub. This level design can be done in different ways, for example in Bloodborne/Dark Souls 3 the player warps back to the hub to buy items and level up after defeating bosses/exploring. Unfortunately again, I will most likely not be implementing this type of level design in my environment/level as a HUB would not work extremely well in a space ship environment.

ISLAND
The island level type isn’t exactly a “Level”, it’s honestly more of an open world that the player can explore. The island level design allows the player to explore any area they want with no boundaries, within the set island/area. Unlike the maze level type, this island level type is a lot more common amongst modern games today. An example of this is Far Cry 3, which is set on an actual island that can be explored. However, the player is restricted from leaving the island. The island level type isn’t restricted to the level being an actual island. The Yakuza series is set in a city in Japan that the player can explore a set area however, the restriction of the “Island level” is the main road of the city. Thankfully, this type of level design could possibly work in my environment. For example in the game PREY the player is able to go out into space and explore around the entire outside of the space station. I could possibly implement this into my environment.

PATH
The path level type is somewhat similar to the alley level type. However, it gives the player a lot more freedom on how to tackle the level. This level type is mainly common in stealth based games, such as Dishonored and Deus Ex, where the player is able to take multiple paths/complete levels in their own way. Just like the alley level type, the path allows players to uncover secrets however, they would be harder to find due to the level design being a bit more open. Since this is similar to the alley level style, it could work in my environment/level. Prey and Dead Space have certain areas with this level style.
