Planning Phase
During the planning phase is useful to create a documentation to help the future phases. This document should have:
- Description of the place and the major plot that occurs there
- Landmarks : POIs
- NPCs that the player can interact with. (who is here and doing what?)
- References images for the POIs and environment
- 2-D Map (Possible a topdown view or a side view)
World Building
Some aspects are important to consider when building a world.
Theme and Setting:
Establish a cohesive theme and setting for the level:
- Visual elements
- Architecture
- Terrain
- Vegetation
- Props
â These should align with the chosen theme to create a consistent and believable world
Scale and Proportions
âVarying sizes of objects, structures and landscapes can create a sense of depth or intimacy within the level âConsider the relationship between different elements in the environment to achieve a believable space
Level of Detail
Finding the right balance of detail within your world building. Certain areas or focal points might require more attention to detail while other areas can be more simplified. Optimizing performance and ensuring a smooth gameplay experience by managing the level of detail should be done appropriately.
Sound and Atmosphere
Sound design contributes to the overall atmosphere and immersion. Ambient sounds, music and sound effects can complement the visual elements and create a more immersive experience for the players.
Districts
Can create distinct areas within the level. Have factors that can differentiate these districts, such as architectural styles, environmental features or gameplay mechanics: â Add the sense of variety âUse visual language to differentiate then
Landmarks, POIs, Focal Points
Landmark: Structures that help the player to navigate around the level POI: Area of location to get the player attention Focal points: Areas or elements that intentionally designed to grab the player attention. They help with the composition
âYou want to landmarks, POIs and focal points to be very distinctive
Start Big, then go smaller
When creating big areas start by planning around the Player Path and from it you can predict some sightlines. Keep some questions in mind when planning each one:
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Player Path âAre there places to go? â Does it make sense to move from one area to the next? âAre the larger shapes in sight when you hope?
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Basic Sightlines â How the composition can be explored from some sightline? âHow can be created opportunities for awesome views and routes? â What are the shapes? They block the view in any form? â How to explore the negative/positive space? â What are the Large and Small Structures? What are the possible POIs on it?
Once you have a rough layout, think about what block-out piece would help your level most. â What would be repeated? Is possible to segment the level and create some kind of spritesheet or modules to start to build the environment?
Assignment
Week 05 - Assignment
At week 5 we started to create some documentation for what we would be designing and expanding on week 6. The documentation should be just one page outlining some important questions around the map.
After the document was done, we should be doing a mock-up of the footprint of the level. The idea was to keep things rough and focus on districts, landmarks and POI. The major objective was to understand the size
Goals for this weekâs assignment include:
Link to original
- Make a document outlining your one-page World Map idea (Includes reference)
- Create a more Open World Level where players can explore
- Create a mock-up level that shows the footprints of your world
- Design your different spaces that become Districts but keep detail minimal
- Concentrate on large elements rather than shiny details this week
- Youâre free to use any character blueprint of your choice
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Contact Info:
E-mail: pamabeltrani@gmail.com
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