The subject of
this post is level design and in fact I'm quite happy that I'm writing it now
instead of in the first term as I was supposed to do. It may sound strange, but
the reason behind that is quite simple: in the second term I had the
opportunity to work on a group project that was to design and create a game
level. Therefore now I've got some experience to which I can relate in this
post. So below I'll describe some stages that we went through, things that we
had to consider and problems that have occurred along the way of creation of
this level.
The brief was to
create a gothic-themed level, so the first (and as I've already said in one of
the previous posts - one of the most important) step was research. We wanted to
make sure that whatever we would create could be easily recognized as gothic
related. Beside of historical and architectural aspects, we looked for examples
of gothic themes in literature, film and other video games. After considering
different types of gothic environments we could create, we decided to go with
manor house.
Having decided
on that we could start doing some initial concepts. Below you can see some
created by me.
We all agreed
that one of the level aspects we wanted to emphasize was mood. So even though
we didn't have final concepts ready we were playing with lighting and weather
effects like rain and fog in cryengine.
Just like it
would be done in production of real game level we started 3d work with simple
level block-out in engine. We decided to build our manor with modular pieces so
creating this block-out helped us to estimate how big the pieces needed to be.
It also helped us to decide on overall
size of the level and placement of specific elements. I believe that this was
the most important step level design-wise as here we decided what path we
wanted the player to walk through. This decision has big impact on playability
of our level.
Although, at
this step, one of the biggest problems we encountered during the production
have occurred. We had pretty hard time trying to match what we had planned in
our minds for the interior and for the exterior of the building. The interior
simply didn't fit inside the exterior's shell. So we had to rearrange some
things. Each one of us drew his idea for how we could fix that. This is my
sketch:
After we had
whole level planned out we could start working on proper assets to swap with
placeholder blocks. At this stage we only had to make sure that the level
looked nice as all level-design problems were already sorted. Here's some
examples of assets created by me:
And here you can
see our level fly-through. It's not completely finished yet, we still need to
create some more assets to populate it but I guess it's finished enough to show
it. Enjoy :)
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