I spent a day working on Kevin's Secret Assignment. I had to learn a lot about PolyCuts since I couldn't seem to get subtractive geometry to work. I'm pretty proud of my courtyard, I think I matched the reference image pretty well.
Monday, September 30, 2024
Tuesday, September 24, 2024
RPP2 Final Level Design
Admittedly, this isn't much of a "Level" it is more of an arena space. However, this space is all that was required in the game. After the first week of laying out the original space, it looked very bland and needed set dressing. So, I filled the empty spaces with trees and random junk. One of the trees is elevated slightly off the ground to best frame it in the window on the menu screen.
Flow and Pacing
- Navigation Flow
- guide the player through the level
- lighting, combat, puzzles, collectables
- pitfalls
- dead ends with no reward
- unclear buttons or levers
- not framing a view
- direction of opening doors
- open in the direction of the players progression
- monotone levels
- same assets repeated
- large flat planes as playing surfaces
- lacking variety of enemies, predictability
- Gameplay Flow
- Difficulty
- Should increase in difficulty as the player progresses through the level
- Learning new skills/mechanics
- Placement of Obstacles or Bosses/Mini Bosses
- Story Beats
- too fast, too slow, too monotone?
Tuesday, September 17, 2024
Affordance vs Conveyance
Affordance is the design principle used to communicate to the player what to play with or where to go
Affordance communicates function
A chair affords sitting
Conveyance is showing the player how to interact with the level
Conveyance is the act of using methods to teach the player
Conveyance shows the player what chair to sit on - the denial of affordance
Tuesday, September 10, 2024
Block Meshing Guiding Principles
Player Guidance
- affordance
- A way to communicate to the player what to play with or where to go
- Use consistent color and textures
- denying affordance
- Communicates to the player where not to go
- Contextualize why the player can't interact with an object
- visual language - shape
- establish a consistent shape language
- round = safe
- rectangular = stable
- pointy = dangerous
- unique silhouettes
- visual language - color
- establish a consistent color language
- color provides context in block mesh
- contrasting colors draw the eye
- yellow has become a standard for guiding the player
- landmarks (weenies)
- orient players in the world
- big object that can be seen far away and repeatedly to orient the player
- a goal for the player to work towards
- opening attract
- refuge space
- mystery of what's inside
- gates and valves
- gates - stop progress until conditions are met
- valves - shut behind the player so they can't back track
- leading lines
- composition technique to draw the player's eyes towards an object or objective
- pinching/funneling
- layout funneling the player
- great for setting up a reveal
- easier to position the player where you want them
- framing and composition
- framing draws the player's attention to what is important
- breadcrumbs
- lead the player a little piece at the time to the goal
- pickups are a classic method for guiding the player down the right path
- textures
- signifies affordance
- movement
- grabs the player's eye and attention
- light and god rays
- players are attracted to light
- draw leading lines for the player
Monday, September 9, 2024
Piste
Tuesday, September 3, 2024
Flag Rise and Loot
I wanted to create a mechanic where a player can stand in one spot for a few seconds and a flag will rise up a flagpole, once the flag rea...
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In my current level, I set up a blueprint-driven trapdoor sequence designed to create an unexpected moment of tension. When the player steps...
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Designing my own level for Uncharted 4 was a fun and creative process. I decided to set the level in an abandoned copper mine in Cornwall be...
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There is a scene where we chase the tribal leader through the woods along the river. It ends at a forest fire, blocking off the path through...