Creating your Visual Style

  • Make clear where the player can go. You can use a grid to highlight or even color for it:
    • Grass with green
  • Take colors into the account:
    • Indicate goals and treasures for the players
    • Make everything relevant for players obvious

“Its up to the designer to define how they want to present their work”

Regulations and Metrics

  • Gyms: Test levels where the level designer to show case and investigate what are the mechanics and metrics are
  • Examples of gyms: Combat, Foot IK (to simulate the animations), Mechanics ( Jump distance and height, Climbable Ledges, Crawling)

Planning a Level

  • Level design documentation is visual documentation

  • Get references or generate using AI

  • Analysis of Gameplay beat breakdown and pacing of the level:

  • You can use color to highlight areas of the map on top down block out maps:

  • Use grid and sketch’s to help during the planning using the known metrics:

Useful Tools for Planning

  • Bubble / Flow Charts
  • Vizio / Whimsical Doc
  • 2-D Maps / Sketches
  • Pure Ref Board
  • Design Document
  • Mission Beats

Relatable Game Levels

  • “You should took more can than to create a hallway to make the player goes to A to B”
  • Always take screenshots from the players perspective
  • Abstract geometry can be difficult to understand
  • Don’t over use the same material
  • “Squint the eyes!” to check how readable

Positive and Negative Space

  • Negative: Everything that is not interactable on the stage

Spacing and Comfort

  • Its important to create spaces to make the player engage considering the metrics for comfort
  • Take note about:
    • The camera shouldn’t be bumping or clipping while the player is moving around
    • The player shouldn’t be hitting a wall when jumping between platforms
    • Consider the space between the walls and the end of staircases

Scale is Key

Object Hierarchy: Hierarchy is a visual design principle which designers use to show the importance of each your scene’s contents by changing these elements. In this case, we mean size or scale - players recognize larger elements more easily.

Find the scale that works for your game and the world and stay consistent

  • We not are always saying that the scale will be the real world scale!!!

    • Real World: Accurate proportions / realistic
    • Stylized : Super small/big/exaggerations
  • Take a special attention to:

    • Collision not matching
    • Prop scaling
    • Building heights
    • Ceiling heights
    • Crowded spaces
    • Player Metrics
  • Scope is the world size

Do I have enough detail?

  • Game’s Complexity
  • Team’s preference
  • Designer’s choice
  • Cohesive LD presentation

“The level block out should accurately represent the mechanics the best you can”

  • Don’t forget to challenge players
  • Make me pressed buttons
  • Add as much detail as you need to sell your level ideas

How to use Reference Material

“Get from photos, images, drawings and organize it”

  • There are many specific types of references that a level designer may want to collect, depending on the type of game and environment they are designing
  • By collecting and referencing to these types of references, you can create a more detailed, immersive an visual interesting game level space that supports the game’s story and mechanic
  • Do not underestimate the planning stages, research and collecting solid reference for your work. It makes a big difference

Week 02 - Assignment

During the week 2 the objective was to make an Ancient Egyptian Tomb. Should be take inspiration on the movie “The Mummy”.

The goals for week 2 are:

  • Make your own PureRef Reference Board
  • Get more familiar building LINEAR spaces
  • Start identifying key shapes
  • Imagine a story or gameplay taking place
  • Blocking out a simple level to move around in
  • Continue getting familiar with Blueprint Character (ALS V4)
Link to original

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Contact Info:Contact Info:

E-mail: pamabeltrani@gmail.com

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