Before I go into detail about Level Design and its
purpose, elements, and functionality, let me give a brief description of what I
think this whole thing to be. From my understanding, level design appears as
the foundation to any game. It is almost like the blueprint of every video game
for every asset to sit on and every character to articulate around. It also
seems to have a hand in defining genre, for example FPS games such as Call of
Duty or Halo would consist of maps. Various sizes and proportions, but none the
less, closed of maps where the player can only roam around a limited space. MMO’s
or open world games such as World of Warcraft and RPG’s like Skyrim tend to
have a much larger space for the player to explore, not limited as such by
closed off areas. In such cases players are encouraged to use transport within
the game to reach locations which could take several minutes on foot, mounts
can also be incorporated for the players to get from one location to another
whenever they see fit.
Whilst learning a little more about level design I came
across a plan that takes you through the steps of the process. Initially you
would go through its purpose before making any decisions at all. Why does it
exist? What is it for? What audience is it aimed at? Bearing in mind that Level
Design does not necessarily mean games such as Crysis or Uncharted: highly detailed
and polished environments that should convey a great deal of credibility. Considering
handhelds and mobile gaming, Level Design is a very open eneded building block
to game development. The guide goes through the process, beginning with photo referencing
and idea generating, to get a strong overview of what you initially want,
photos and sketches help a great deal. Using mood boards to decide Location, interior/exterior,
set design, lighting style and time period is also key. First hand photo referencing
should be done very early on for textures and real life locations to assist the
level.
An easy way to confront something as open ended as maps
and the general layout, is to first break down the obstacles you will create
for the player. What kind of objectives will the level consist of? What kind of
elements will constrict or challenge the player and why? Another element to the
design process is ‘focal points’. Visual landmarks are very important in any
game because for one, it helps the player navigate, so they understand where
they are in relationship to the focal point. Aesthetics are very important, a
landmark should not be a general asset dotted multiple times around the
map/world/level but a unique structure to its location. Drawing attention using
landmarks can sell the level, not to say it should be a enormous, majestic
architectural masterpiece; more so a distinctive addition. Although majestic
architecture is always a bonus.
After figuring out what you want, and how you want it to
look, a key building block in this pipeline is concept design. Developing
strong artwork that depicts your level as accurate as possible can be a major
help down the line when it comes to modelling everything in 3D. The more
artwork that is produced, the greater idea the 3D artists will have when it
comes to the final thing. This is also why there can be tons of concept art
churned out by a team but only maybe 25% of it actually used. White boxing out
levels is a great step in visualising concepts in 3D space. This typically will
occur around the idea generation period where by using basic shapes in software
such as 3DS Max you can get a very quick overview of scale and design. It is
also helpful as drawings are 2D so the very angle illustrated is what the artists
have to work with; in 3D space you can view your design from all angles and
ofcourse do paintovers.
The visual side ofcourse is a very large step in this pipeline;
in fact visual design and development is almost the entire pipeline. However,
we must not forget narrative. Storytelling is something I think can be
overlooked with all the next gen consoles delivering high end graphics and
aesthetic appeal. Before the previous generation of gaming (around the early
2000’s) selling points like high end graphics and online game play were nonexistent.
Developers had to involve players on COOL narratives and clever story telling
just as much as gameplay, ofcourse. As an artist hoping to break through into
the games industry in a few years, I think it is very important to learn these
steps so there is no confusion as to why things happen a certain way.
Link: http://www.worldofleveldesign.com/categories/level_design_tutorials/how-to-plan-level-designs-game-environments-workflow.php
Link: http://www.worldofleveldesign.com/categories/level_design_tutorials/how-to-plan-level-designs-game-environments-workflow.php
No comments:
Post a Comment