Tuesday 29 November 2011

Level Design


level design is the creation and design of levels in games. Level designing is very important; there is not point making a game look pretty if it just isn't fun to play. Level designers must create the layout of the environments in a way that is engaging and interesting to the player, and also functions well in terms of structure.


The starting point for level design is the blocking out of were buildings and objects are in a level. level design also includes the placement of places enemies will spawn, where check points are placed, where special events happen and the placement of objects the player will be able to interact with (for example buttons or doors This often takes place before any art is created. In our last guest lecture, we were told that often the concept artists are given just the blocked out level and asked to paint over it to create a concept for the environment. ).


Interaction with the level is very important to engage the player. According to an article on level design,

 'Interaction with your environment helps establish a connection with the environment'.

This means that a player can interact with a level, and can do more than simply walk through it, it becomes more interesting and they feel more involved in the game. If a player can participate in the environment, such as pushing buttons, shooting exploding barrels and opening and closing doors, they will find it a lot more exciting to play.


One of the major pitfalls that level designers fall into is making the layout too complicated.  The best designs are usually simple. But just because a level is simple doesn't mean it's not interesting.  Getting lost in a level is extremely frustrating, so level designers need to make sure the player is able to negotiate their way with relative ease. A really simple way of doing this is to use lighting, as players will naturally move towards a bright light. Also, establishing landmarks, such as a large building or a river, can help guide the player the way they are meant to go. Using these different things, the level should not be difficult to navigate.


'Each level in itself is its own story. As level designers, you set up the thesis by preparing the initial situation '

This means that all levels should tell a story. A good example of this is in Portal. Most of the story is told through the environment. For example, the player can find very easily the behind the panels areas, which contains scribbling and other things left by another person. This lets the player know that someone before them has been trapped in these tests before them, and tells the player a little more about the history and purpose of the environment. In this way the level can tell a story without any words. Endless exposition can be very boring and disengaging for the player. For example, how much more effective is it to show something happen, then just be told about it?




http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d2-level-design-tips-part1.php
http://www.gamasutra.com/view/feature/3329/beginning_level_design_part_1.php?page=4

Thursday 24 November 2011

War of the Worlds final

Update


Ah haven't written one of these in a while. Just going to give an update generally about how my work is going, because I've missed out a lot of others. Many I think this is because of the character project, I had to start it again because it wasn't good enough and now I feel very pressed for time. Everything else has been put on the back burner. But yeah, I'm going to try and catch up on some critical studies first off.

Last week, I finished the trash project. I think this turned out alright. I'm not going to repeat what I've put on my design document, but rather I'm going to say my personal feelings on these projects. For me, this project took way to long. I was trying to start off the character project at the same time and I don't think it was very productive for both projects. Can't believe it took 3 weeks to make a pile of trash, I'm quite disappointed with my time management.



I also started the urban environment project in visual design. This is where we draw  outdoor places in Leicester city. I've got the sketches done, but I'm about a week behind in visual design. I've decided which thumbnail I want to use to paint the final piece ( the fountain with the pigeons). I've also got another project to finish, the war of the worlds sculpting project.  I've got a bit of the model done, but its long legs are a pain, and it's not at a good enough quality to put in the oven yet, I'm just not happy with it.




I've been trying to keep up with my gesture drawings and also my 30 minute speed paints, but honestly other things have been taking priority. I do think they will help me get better though, so I will continue them once I have the time. Honestly I don't know if this is the computer and tablet problems catching up with me, or if I haven't been organising my time properly. I have been working every day and missing the films to catch up but I still seem to be behind, but I guess I need to push myself harder. I'm just hoping I can get everything finished in time for Christmas and the formative assessment. 










Tuesday 15 November 2011

First guest lecture


Last week on Thursday we had our first guest lecture, from codemasters. The person who came in to talk to us was Mitch  Small , who was previously a student on the course. As well as a lecture on concept art and misconceptions about being a concept artist, there was a half a day long workshop. This work stressed the importance of doing lots of  thumbnails, the importance of silhouette and producing things quickly.

The tutorial was about producing an alleyway scene. I don't have anything to show because I got lost at the white boxing stage and couldn't work out what had been done with the different renders. But I see now that in visual design I should produce more rougher and quick drawings when designing something. Next time we get a project like that I'm going to speed up my work process and draw a load of small thumbnails.

bradgate and vehicle finals


maybe I should start an art blog or something, anyway, here are my late finals

war of the worlds


this last week, I've been working on the war of the worlds project for visual design. We've been designing the tripods, the walking machines of the Martian invaders. In the book, they are described as: 


'Seen nearer, the Thing was incredibly strange, for it was no mere insensate machine driving on its way. Machine it was, with a ringing metallic pace, and long, flexible, glittering tentacles (one of which gripped a young pine-tree) swinging and rattling about its strange body. It picked its road as it went striding along, and the brazen hood that surmounted it moved to and fro with the inevitable suggestion of a head looking about. Behind the main body was a huge mass of white metal like a gigantic fisherman's basket, and puffs of green smoke squirted out from the joints of the limbs as the monster swept by me. And in an instant it was gone'


I've tried to keep as close to this as possible in my designs, although I have been influenced by other designs, for instance, the designs in the art book that came with the musical, as well as the designs in the most recent movie. 




I've kept the tentacles, and I tried to think of the physiology of the creatures that built it.







This project was a lot of fun, as I really enjoy scifi novels and this is one of my favourites.