GameDev.net Game Development Community. GDquest. Création de jeu | IndieMag. The Art & Business of Making Games. SEGAN: Welcome to the Serious Games Network. Breaking Down Breakout: System And Level Design For Breakout-style Games. Breaking Down Breakout: System And Level Design For Breakout-style Games By Mark Nelson Throughout the winter of 2006, I was a contractor with Large Animal Games in New York City, working on LEGO Bricktopia, a Breakout-style game targeted at the casual gaming market.
Since I’d never been a large consumer of Breakout games, my obvious first steps were to survey the contemporary market as well as research the genre to gain some historical perspective. The results of this exploration, along with “sage wisdom” from my on-the-job experience designing Breakout-style levels are the basis for this article. Breakout, Arkanoid, and just about every “paddle & ball vs. blocks” videogame you can name have roots that go back as early as 1967, when Ralph Baer designed the Magnavox Odyssey game system and the paddle controller. That same year Taito/Romstar muscled into Breakout territory with the release of Arkanoid. Multi-hit breakable blocks – blocks form the bulk of most Breakout-style game levels.