Level Design - Aspect 1
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khullett-fdg-doccon-camera-ready.pdf

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Brandon Thoma's comment, February 18, 2014 12:43 PM
FPS games dont have a solid understanding on how the level plays as a deal inside the game. The level designer will place good and bad CPU controlled characters to aid or fight against you in the game and also the level is mostly designed to work with you from getting you from point A to point B
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Untold Riches: An Analysis Of Portal’s Level Design | Rock, Paper, Shotgun

Untold Riches: An Analysis Of Portal’s Level Design | Rock, Paper, Shotgun | Level Design - Aspect 1 | Scoop.it
Words by Hamish Todd. Portal has the best-designed first-person puzzles I've ever seen. They’re surprising, focused, and concise. They are also designed v
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Brandon Thoma's comment, February 13, 2014 12:40 PM
Portal is an interesting game when dealing with its levels. It uses its levels as a full aspect of the game due to your character is using two portals and numerous laws of motions physics combined with the levels design to help your progress through the game. Each level is a new environment you enter with new hazards and challenges you need to find a way around. You will have to fully inspect the well thought out and well planned and testes level designed to figure out how you will place the portals and how you will fling your self through them to complete that level. Not many other games level plays such a key factor in game play as portal does.
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How to design levels for a platformer

How to design levels for a platformer | Level Design - Aspect 1 | Scoop.it
This article looks at the process of designing levels for a platformer: from the initial idea to the final playable level.
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Brandon Thoma's comment, February 18, 2014 12:33 PM
You then will take the design youve created and will through that into a level editing software, to lay out the level out in almost concrete. This first lay out the graphics will be very minimal due to you want to be able to go in and continuously correct and fix previous faults, and you want to add in all general items you might have skipped over in the drawing aspect just incase there was just a lot.
Brandon Thoma's comment, February 18, 2014 12:34 PM
Then you as the creator will go back into your level and play test it yourself. You want to test your level to find and correct any mistakes or also fix anything that might need to be fixed to help the level keep a smooth flow in activities.
Brandon Thoma's comment, February 18, 2014 12:37 PM
Once all those steps are done and youve got the final finish and polished layout of the level you will then go back in and decorate the level fully. You'll want to put all the physical textures you wanted initially and also all the graphics would be as best as you possibly would want them. You want all the different factors from visual and audio effects in the game to complement one another and make sure everything inside that level is visible and not hard to see due to poorly placed colors.
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How to Plan Level Designs and Game Environments Workflow

How to Plan Level Designs and Game Environments Workflow | Level Design - Aspect 1 | Scoop.it
How to Plan Level Designs and Game Environments. After few years of figuring and developing a system for planning, I came up with 11 core steps that I go through every time I plan a project. The planning process can be for a stand-alone game environment or a full playable level. I am going to cover what I do to plan out my level designs and game environments.
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Brandon Thoma's comment, February 13, 2014 12:49 PM
Level planning is a huge process than just laying down a map. You need to first establish the idea, what is this environment overall, what is the reason why it is made? Also you want to be excited and inspired about this idea. The more youre into and idea the more creative you will be and want to be. Next you got to figure out not only its location but also the environments setting, that will play a key role in the planning due to it will set the base of how your level will look, then next you can go off of photo references to help you sketch out ideas of the level. Followed by figuring out what objectives and obstacles are going to be placed down. Like what objects are needed to keep progressing forward in this level and what kind of bumps in the road will you encounter or will the level forcefully funnel you into certain predicaments or certain areas with forced objectives.
Brandon Thoma's comment, February 13, 2014 12:50 PM
(C) once that is done you will create a top lay out designing the overall map, the boundries and areas you can and cant enter. Then you need a focal point to build the city around, normally a large landmark or main part of a story inside that map. You will later then go into visual development and start to physically design your map to become what you see in the game.
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The Art of Level Design Analysis | Critical Distance

The Art of Level Design Analysis | Critical Distance | Level Design - Aspect 1 | Scoop.it
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Brandon Thoma's comment, February 13, 2014 12:27 PM
The levels inside video games set the ground for numerous of activities done inside that games level. They can be created completely done from scratch or they can be made from a program that is designed to sort of random combinations of environments. This job is the base line of most videogames and is most likely the most critical part of creating the game itself.