Player Goals

  • Set Clear objectives for the player
  • Feedback
  • Give players a sense of progression

Communication and Feedback

  • Colors
  • Lighting
  • Cameras
  • Audio Cues and Music
  • Objectives
  • Obstacles

Be Consistent

  • Happens right away
  • Be informative
  • Do they know if they are right or wrong?

When you give feedback matters

Playtesting is so important!!! Take notes during the playtests Play each other’s levels

  • Clarity
  • Consistency
  • Timing
  • Balance
  • Variety
  • Purpose

Visual Language in Design

  • Much faster without interrupting the gameplay
  • Colors
  • Symbols
  • Icons
  • Patterns
  • Textures
  • Lighting
  • Architecture

⭐ Will look ugly and that’s ok, that’s the artist job to make it beautiful

Shape language in Architecture

  • Different shapes in your level inherently bring out responses or emotions from players
  • Rectangles : Stability
  • Circles : Unity
  • Triangles: Action or Tension
  • Curves: Helps break up overly squared levels
  • Diagonals: Great way to use more of the space
    • Break up the line of sights
  • Natural and organic shapes:
    • Comforting and approachable shapes
    • Add some realism to movements
    • Not just rocks an terrain, can be man made
  • Abstract Shapes:
    • Keep recognizable
    • Simplified versions of organic shapes
    • Works best for POI or blending elements

⭐ Use hubs for central locations that connect out to other areas ⭐ Your repeatable shapes creates patterns and visual languages ⭐ Add the most iconic shapes for your level in your reference ⭐ Don’t get too clever. Spade is a spade ⭐ Go bold and big shapes used as landmarks or POI ⭐ The more details uniqueness lets other know it’s importance

Composition

Basically how you are arranging the elements in your scene. Really just visually organizing your level

  • Help navigation

  • Better flow through the map

  • Balance positive and negative space

  • The intentional arrangement of physical objects, structures and spaces within a game environment. It involves placing elements as such as terrain, objects, buildings and enemies in a way that creates a cohesive and engaging gameplay experience.

  • We can’t control the camera, so we can build an entire area with a good spatial awaraness that suit players

  • Separate your spaces, then think about entering and leaving each space !!! He made this a feedback for me during week 1 assignment !!!

  • Rule of thirds

  • Golden Ratio

  • Golden Triangle

  • Centered Composition

  • Tonal Contrast

  • Symmetrical Composition

  • Color contrast

  • Frame within the frame

  • Triangle composition

  • Dynamic Symmetry

Occlusion in levels

Refers to a technique of blocking off or obscuring certain parts of the player’s view in or to create a more interesting and believable environments. This can include the clues of physical objects such as walls or buildings, as well as visual effects such as fog or mist. The goal of occlusion is to create a sense of depth and realism in the game world, as well as to guide the player’s attention towards specific areas or objectives

  • Block line of sight with buildings, walls, objects
  • Manage where the player is able to focus
  • Don’t overwhelm them with too many things
  • Strategically reveal elements to create complexity

Rewarding Curiosity

The use of environmental elements, such as the level design, objects and scenery to convey a narrative or backstory to the player without explicitly telling them through dialogue or cutscenes

  • Use the space around you
  • No cutscene (cutscenes are very expensive!)
  • Design a world worth of exploring
  • Consistent languages
  • “Leave some breadcrumbs for the player to discover”

Week 03 - Assignment

For the week 3 was requested to build a Jungle Temple Ruins based on games like Uncharted and Tomb Raider with a open spaces with linear path.

The goals for week 3 are:

  • Make your own PureRef Reference Board
  • Get more familiar building Semi - LINEAR spaces (Mixing Open and Linear)
  • Think about Environmental Storytelling
  • 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

Discord: pamnawi