Thursday, 12 April 2012

Level Design

In my opinion when designing a level for a game it needs to stick to one simple rule:- 


- Never cause boredom! 






From what I understand a game level always starts on paper. (Well it originally starts as an idea) 


The 'Level Designer' plots out the design and structure of the level bearing in mind features that make the level unique, such as focal points for orientation and more importantly set pieces that add to gameplay. 
These are usually obstacles or branching paths that lead the player to hidden items or keys which then enables them to proceed to the next level or objective. 


A great example of this is the map for Shadow Complex developed by Chair - 


The initial pencil on paper layout of the entire game


The finished in-game version of the entire map
As Shadow Complex is a side-scrolling platformer the map is laid out in the same format.


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Here is a very rough diagram of a level in side and top view -





When creating a level the designer must consider -


- Where the Player starts
- Where the Enemies initially start
- Doors, Traps, Treasure Chests, Switches (Puzzles)
- Distinct Landmarks to aid in Navigation and orientation


Creating a legend helps others understand all the elements that make up your level design. 







Essentially what the Level Designer does is take an idea and make it a reality. 


A reality we can explore. They are the 'Shapers of Worlds!' 






From that stage the map would be given to 'Level Artists' and we get the Grey Box Level - 




(This video is from the Team Fortress 2 Art Pass Contest from 2010) 


This is where all the scale, pacing and variety of gameplay should be experimented with and focused. 
At this point it is still cheaper to omit unwanted or unnecessary areas of your levels.


It also a good idea to either create an additional room or an entirely new grey box level as a testing ground and experiment with all the game mechanics that make your level dynamic.


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Predominately levels can be sorted into two different groups - 


- Corridor based (or Linear)


- Open World (or Sandbox)


There are some games that blur these two definitions but most games feature this type of level design. 


Corridor based levels are much easier for designers to build because trigger points and scripted events can be placed right in your path enabling the narrative to play out uninterrupted. 
Another advantage of using this type of level design is that the whole experience can be a lot more cinematic, aiding in the players increased sense of immersion. 


Uncharted 3: Drake's Deception - Naughty Dog 2011
Uncharted 3: Drake's Deception - Naughty Dog 2011
Bioshock - 2K 2007
Bioshock - 2K 2007
Bioshock - 2K 2007
Bioshock - 2K 2007
Metroid: Other M - Team Ninja 2010
Resident Evil: Revelations - Capcom 2012
X-Men Legends II: Rise of Apocalypse - Activision 2005
(A great Isometric game!)





Open World levels present a greater challenge to designers as they can be seen from nearly every angle. 
There is more emphasis on freedom of exploration. And quests can seemingly be taken up in any order. 
Scripted events are not always guaranteed to be as cinematic because there is a chance, a slim chance, that you may not even be facing in the right direction at the desired moment. 


But more commonly now these take place in key areas of interest. 


Or in Fallout 3's case they just whip your head around to whoever starts taking to you. 
(Most annoying) 


Aside from that, if well executed the scale of the world can be breathtaking. 


Red Dead Redemption - Rockstar 2010

Shadow of The Colossus -  Team Ico 2005

The Elder Scrolls V: Skyrim - Bethesda 2011

The Elder Scrolls V: Skyrim - Bethesda 2011

The epic scale of some games can be jaw-dropping at times. 
Especially when you check the map in your inventory. And you realise just how much further you have left to go.






H-6, I believe




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I just thought I'd add an additional note that as a navigational aid the different hub towns that make up this world need to be visually distinct from one another, so the player can reorient themselves within that space. 


Both types of level need objectives to propel the player forward in their adventure and way markers (direction guides) help to remind the player exactly where they are heading and what that entails. 


This is usually done with icons representative of specific missions or with different colours. 


Dead Space - EA 2008
Isaac Clarke and his laser guide line.


 Fast Forward to 5:12 :) 


Borderlands - Gearbox / 2K 2009
The current objectives are displayed on the right hand side of the screen.
The Directional Guide is the green diamond on the compass bottom-centre. 




Mirror's Edge - EA Dice 2008
Follow the Red path
Mirror's Edge has a very visually distinct indicator of which direction the player must proceed. 
Your path was literally 'red' ahead of you. 


This is method of player directing is know as 'Flow Control'. 
Lighting, Geometry and Collectibles (Money, Health, Power-Ups) are used frequently in level design to guide the player along the intended path. 


Alan Wake displays this principle to great effect - 


Alane Wake - Remedy Entertainment 2010
 Diagonal lines lead us onwards.




Alane Wake - Remedy Entertainment 2010
Once again the geometry shows us the way to go. The exit is also illuminated by a much stronger source of light.


Alane Wake - Remedy Entertainment 2010
 Staying in the shadows is never a good idea in this game. 


Alane Wake - Remedy Entertainment 2010
Alan wake the Moth-Man of Bright Falls.


Alane Wake - Remedy Entertainment 2010
We have signs, lights and geometry all leading us to the main objective.


Alane Wake - Remedy Entertainment 2010
The angle of the road is leading us towards a strong source of light framed by the structure of the bridge. 


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In conclusion, the essence of good level design is to make the player feel like they are making all the decisions, when in fact they are doing exactly what you wanted them to do. 



Monday, 5 December 2011

Pictionory Jackanary

I tried editing and moving a few of my images from Visual Design projects but found they were either unsuitable for the task or I just couldn't get them to work in any other composition. 


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(I tried moving some elements in this photo of Bradgate Park that I had taken recently)
Original Photo

Altered 01

Flipped Horizontally
Flipped Horizontally and Altered

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So in addition to this I have taken a few photos to convey different visual compositions using the same elements -  

(I added a little story afterwards to help with the narrative ;p)

Tiger-Man wandered around, lost in a vast dungeon.

He cautiously keeps his weapons raised as he travels deeper into the unknown.

He pauses as his cat-like instincts become aware of eyes studying him from elsewhere.

His instincts are true as we behold he is being observed from above.

It appears he is being stalked by an armed adversary. 

There must be bad blood between the two
as the shadowy foe can barely hold back his contempt for Tiger-Man.

Ahead of Tiger-Man a shape detaches itself from the inky blackness.

It is his old nemesis Cy-Gorilla!

It appears the only way out of this dungeon is through Cy-Gorilla.

"Prepare for death, you overgrown puss!"

"You've skinned your last cat, Ape!"

The feline's goading sends the Ape into a red rage.

They circle one another in the narrow chamber daring the other to strike first.

The long feud between these two warriors leaves all sense aside
as a tumult builds in the stone surroundings. 

"What is this noise?" "More Cat antics?"
"I thought this was your doing, Monkey Balls"

Before the Ape can retort a great shape crashes through the chamber.
"DRAGON!" cries the Cat "Look out!"

The two warriors stare in disbelief as the Great Wyrm turns for another strafing run. 



The two old enemies quickly dive behind cover.
"This is your fault Vermin" shouts the Ape over the deafening roar of the Dragon.

They rise to meet their new adversary as it crashes to the chamber floor.


The Gorilla realises with some resistance that there is only one option.
"Although it pains me to say this. Our best hope lies in an alliance against this flying Lizard!"

He can't let the Feline think him weak for suggesting such an action.
"Unless you think you can escape here without facing me Scaredy Cat!"


Begrudgingly the Cat concedes.
"For once we are in agreement"
"We must combine our efforts"


Once again the two warriors ready themselves for combat. This time against a common foe. 
"If we perish this night Banana Brains, I'd just like to remind you that you stink!"
"Likewise 9 Lives!" says the Ape with a grin.


"TO THE DEATH!"


Apologies for the rather crude presentation.
I'm sure it is possible to rearrange these pictures to convey a different narrative.  


One of my favourite methods of visual storytelling is when your eye is directed to focus in certain areas of the image and is subtly held there whilst the scene plays out. 
It is only when there is a drastic shift from one scene to another that you realise you have been holding your gaze there for so long.

The most important thing for us to remember as artist is to keep in mind the rules of composition and to consider the equally effective use of Visual Mass within your compositions.


Certain elements of an image attract our attention more than others. This is essentially what Visual Mass describes.


Using the Rule of Thirds the most important elements are placed nearer or along the imaginary lines that intersect one another. These regions can now be used to better effect. 
For example, our attention can be directed to one side of an image rather than dead center. 






The red glow around the center of this image pulls our eyes to it like a magnet. 
This is a good example of Visual Mass. Colours can be great indicators of where we want our viewers to look.




A landscape painting can be given more breathing room by revealing more sky.
Or in the case of my recent painting of Bradgate Park cropped to give a better balance to the composition. 


Before

After (16:9 ratio)
There was just too much empty sky dominating the image. 




Now the whole painting is more balanced and the key elements lay along the lines of interest.


Although I am still toying with the idea of adding a human somewhere. 
I read in a recent article that we are instantly drawn to depictions of human life in images. 
They become an instant point of interest. 
So I need to be careful exactly where I place them, if at all. 


Thinking about it now it would probably detract from the positioning of the dog.