Hello! I've only just joined this site and in my introduction thread someone asked if I had any tips on making platforming levels after playing mine. This guide is something I created originally for the workshop forum so thought I may as well post it here too. Instead of the tips being quite general, I'm just going do it more on how I create and then hopefully this will give you a direct insight into how a specific creator works instead of just a general overview...
There are more tips on post 11...I ran out of character space in the first post
1. To plan or not to plan...
Now I know everyone says always plan your level out and while this is definitely a good idea, you have to be flexible with what you're working with too. Many times I have ideas on paper or in my head, and then when you try to put them in the game you realise that it doesn't quite work that way and you have to 'LittleBigPlanetise' them.
2. Getting Inspired
2.1 If you're struggling to think of something else to put in your level just mess around in create mode, play with the shapes and move stuff around, it is a good way to get inspired and come up with new ideas.
2.2 Play other levels, but don't just try and get from the start to the end as fast as you can. Study them, look at how they've been made, analyse the mechanics. The level doesn't have to be amazing for you to be inspired by it, most creators will have at least one thing in their level that you think is cool, it could even be something that's not so great at the moment, but something that has potential and that you can build
upon.
Note; there is a big difference between being inspired and copying.
2.3 Ask friends and family. This one may seem a bit strange. I shall explain, quite a few people who have seen me creating, who have never played LBP and are only familiar with it from watching me for 10 minutes every now and then, have come up with some decent ideas for me. The chances are that they won't be perfect and the idea they have won't be able to be implemented into LBP exactly (which is understandable considering they don't know that much about the creating aspect of the game), but it is something to work with, an idea that you can mould and shape into your own.
3. Aesthetics
3.1 Pick a set number of materials and stick to them. In my levels I tend to I use 3-4 background materials, and then a sponge material for things you have to grab. This technique, I believe, is the best way to make your levels look most Mm like. It keeps them looking polished and ensures that everything compliments each other (as long as the materials you have picked do, obviously).
3.2 Using all 3 planes efficiently is very important. If your level does not need 3 planes then simply do not use them. Using all 3 when only 1 or 2 are required makes the level looks empty and lacking in depth. I tend to just use the amount of layers necessary for what I'm trying to achieve. So parts of them have 3 layers, other areas have just 1. The planes can obviously be used very effectively for decoration and help add to the atmosphere of the levels. When doing this you must be very careful that you do not create problems for the players in regards to plane shifting. Always consider how others may play your level, a good way to physically test this out is to go through your level and just jump around even when you don't have to, this will help you seen if at any time your Sackboy move between layers unnecessarily. As a creator it is very easy to lose sight of how the level works, you know exactly when/how to jump, the general community doesn’t, and this can end up causing a lot of (very frustrating) problems with the layers.
4. Pacing
4.1 Pacing is one of the main points to creating a good level. No one wants to be running aimlessly down a corridor forever, Nor does it help if everything is too tightly bunched. If Sackboy is doing nothing but running for ages, it is very uninteresting as a player. Not only that but you are making more work for yourself by creating corridors and platforms that are unnecessarily long. Similarly having everything too close together can lead to frustrating gameplay and can also be a waste if you have some good visuals. Giving them the right amount of space can really benefit the feel of the level.
4.2 Another tip on pacing is to have a safe place after each obstacles/area for the players to rest for a moment (usually accompanied by a checkpoint). This doesn’t have to be a big area, something that just takes Sackboy a few seconds to jog past. Personally, this also helps me as a creator. After I’ve created an area of my level, I like to create a small platform and then it allows me to move on from there in whatever direction I like. It helps you see the level from a fresh perspective and ensures you aren’t distracted by what you have previously done. It can also help ensure things don’t break. By making the level in sections like this it helps split the level up and ensure that everything isn’t stuck together (and we all know what kind of problems that can cause).
5. Perseverance
5.1 The way I make things (and this can take a lot of time but I feel it's worth it) is once you think of a concept or obstacle make it in an area away from your level. Usually the first time you make something it isn't quite right and you have to change things...but if you change too many things it can start looking unpolished and ugly, or not working exactly right. Once you know exactly what you’re doing and how you want it to work, start it from scratch and remake it in your level. This ensures that it is built in its most efficient form as there will be no added bits that are unnecessary or parts that are unpolished. Obviously I’m not suggesting do this for everything as it isn’t always necessary, but with more complicated concepts it is definitely beneficial.
5.2 Another thing which is even more time consuming is be willing to adapt. Often when you’re making something you will think of a way to make it better, sometimes it can be right at the start of the building process (always nice), other times it can be when it is nearly done (not so nice). My advice is no matter at what stage of the making process you are at, if you have an idea that will make it better, implement it. I spent 2 hours making one part of my level the other day, only to think up something that would make it so much better just as I was applying the final touches. I deleted it all and started that part again. Although it is annoying at the time, when your new improved idea has been made, it is so much more rewarding.
6. Frustrations
6.1 Never get attached to an idea. There will be some ideas that you love, you will implement it, and it won't work as well as you had hoped, it could be that it's a bit fiddly, that it's too hard, or any number of other reasons. Saying 'Well you just have to do it this way and it's easy', is not an acceptable answer. The best levels are intuitive and as a player you always know what you have to do/where you have to go. I've played many levels where you get to a jump or something similar and it is seemingly impossible, you then watch the creator do it and he does something that you would just never think of. Just because it is possible but there's a little 'knack' to it, doesn't make it okay.
6.2 EVERYTHING must reset or have an alternate way across. At no point in your level should you die and then be unable to complete it. Even the best levels have done this and I really think that it spoils a level. Yggdrasil for example, you get to the end of that and you get on a vehicle and it says ''DO NOT LET GO'. The first time I played that level, I let go on purpose, just see what would happen, and sure enough it breaks the level and you are then unable to complete it. If you have an idea but it isn't possible for it to be able to reset itself, or for you to make an alternate route, then scrap it. No matter how good it is, it isn't worth making your level breakable. (Apologises if Yggdrasil has changed, I haven't played it for a while).
I may add more to this when I have time/think of other things. I hope it is helpful to some of you

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