Thursday, 13 December 2012

Level Design


Game mechanics to implemented interestingly -

gameplay
flow
pacing

worldofleveldesign.com

‘Why I failed for years at level design and game environments?’

Planning

Visuals

Gameplay

Technical

 

‘how to plan level designs game environments’

Idea

Purpose and features

Locations and environment setting

Photo reference

Story.

Objectives

Obstacles

Focal points

 

 

 

Video

Basic process overview

geometry
textures
modelling

Passes
passes and sections

1 – Preproduction: idea.  References .  Sketching  . Topdown views – flow, how the player travels. Worksheet – ‘map creation guidelines’. Gameplay,  story,  visual quality.

2- gameplay and flow: block in environment in UDK. Brushes. No lights or textures. Quickly block it in.
Stay flexible-  make changes depending on the gameplay feedback. Iterate and change.

3 – 6: focus on sections: detail to a certain quality. 80-90%.

7: Last details

8: Lighting!

9: Interior lighting
10 Particles and sound
11: visual quality: colours, fog, final elements.

Thursday, 22 November 2012

Dishonoured Dev Diary - A game being built from an Artists point of view.



Light, architexture, composition.

Science fiction - industrial design

Location design- Layering and layering of progress.

Characteristics need to be highlighted via sillouette but not lose the character close up.



Thursday, 8 November 2012

Professional Character Conception and 3D modelling

BRIEF


Masks Theme.

1. Low poly (300 polys)
2. High Poly (3000 polys)
Anything I choose - clearly derived from theme.

A2 sheet per character.

Turn arounds - 1 Character per A2

DO NOT RENDER ON BLACK

Presented and submitted on a themed disk. Print only at end of year.
13th December 2012 DEADLINE


 

Notes on Conception

Down to technicality, Context, think how it works. What each material is, why?
Annotate the work to explain why things are there for clarity.

Small references for textures and technicalities.

Showcase how things work!

Get people to understand the thought process.

DISPLAYING CHARACTERS

Speed Paints, Building the character and understanding - supporting work, extra works and marks.
Artstyle effects the way people view work

Sillouette poses, then detail.
Tell story of the character through little details. CONTEXT

Think how things are physically gonna work.

PROCESS