Pathing

The player’s path should encourage exploration and if possible provide multiple paths and routes for players choose. Its important to find a balance between linear progression and non-linear exploration to cater to different player preferences, providing a main critical path for players who prefer a more direct experience while supporting discovery of hidden areas, rewards and secrets. This way we can keep it diverse and interesting avoiding boredom.

⭐ Use different types of paths, such narrow alleys, wide open spaces, verticality, or hidden shortcuts, to add variety and promote exploration

Keep in mind the usage of visual cues, landmarks or even environmental elements to guide the player. The usage of the block out combined with lighting and color contrast also draw attention to important areas or POIs.

⭐ Litter the paths with environmental storytelling elements that provide backstory, or hints about the world and its NPC’s

Transition Spaces

A transition spaces help a connection between areas by providing a flow between the areas. To ensure the seamless transition is necessary to keep the consistency with the visual style, lighting, sound design. As always the usage of visual cues, landmarks, or architectural elements that bridge the gap between areas to help player orientation and understanding where the player is on the level. Whenever you feel like you’ve entered or exited an area, think about what show players that.

⭐ If possible create good introductions for each area for the player using sightlines.

Sightlines

Lines of sight within a level that allow players to see and perceive different elements of the environment, helping them to understand their position and navigating through the level. Combine sightlines with composition by adding:

  • Rule of thirds
  • Golden Ratio
  • Balance
  • Position and negative space
  • Flow
  • Proportions
  • Scale

⭐ You can use guiding lights on dark environments :

NPC’s and Narrative Design

Keep in mind that every NPC introduced in a game should have a clear goal and role:

  • Quest Giver
  • Townsperson
  • Enemy
  • Ally
  • Merchants

NPCs can be key drivers of quests and storylines within the game. By interacting with NPCs, player can receive quests, progress through story arcs and uncover important plot points. The interaction on general with an NPC can be the following:

  • VO lines
  • Tutorial
  • In-Game text
  • Animations

Purposeful Gameplay Spaces

Every time that an space is propose is important to keep in mind that he should have some requirements:

  • Clear objectives
  • Meaningful Interactions
  • Player Agency
  • Balancing Challenge
  • Seamless Flow
  • Replayability and Variety

Limited Space

The play space should be limited by Strategically placing objects, structures or environmental features to guide and constrain player movement. Consider the context of the game world and design barriers that make sense within that context this will enhance the immersion, believability, communication and gameplay Impact.

Assignment

Week 06 - Assignment

During the week 6 we started to build upon the basic planning that we made during assignment for week 5. The idea was to outline and refine upon what was built on the last week by adding more details to interior and exterior.

Goals for this week’s assignment include:

  • While you don’t need to submit any Pure Ref documents this time, continue to reference your sources to add personality and detail to your level.
  • Create a believable space that allows players to explore both interiors and exteriors, giving them the freedom to choose their path.
  • Develop distinct districts that evoke different feelings and have a cohesive visual style.
  • Implement environmental storytelling elements that enhance the player’s understanding of the world.
  • If possible, consider how the player would traverse outside of the main zone.
  • Reflect on why you chose your specific character blueprint and ensure your level utilizes the character in a meaningful way.
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