| Level design theory. | |
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| Tweet Topic Started: Dec 7 2008, 04:05 PM (168 Views) | |
| Swiss | Dec 7 2008, 04:05 PM Post #1 |
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Level design theory. Designing a level can be an involving task, making it easy to place too much, or not enough empathises on detail and design throughout the level. The important thing to remember when designing a level is exactly what your designing your level for. Obviously the level is being designed for the enjoyment of the player, but more specifically, what is the level meant to be doing for the player and their objectives in the game? The objectives are also very important here, for example a deathmatch level has one simple objective for the player. Kill the other players. Simple, but the level design regarding deathmatch can be difficult – calling for simplicity, subsidised frame rates and a level that never hinders the player in his masochistic objective. Think about the design of different race tracks for example, like Formula One and WRC rally tracks. If the designers put together a formula one track for the rally cars to drive on, then it wouldn’t be very interesting. The cars aren’t built for that, and you'll just end up annoying the drivers, who only want to make their respective cars muddy. So think about the type of level your throwing together, and it's purpose to the player. Take a look at some professional levels built in unreal 2004 by Epic. You'll soon see a pattern emerge in each level, masterpieces as they are, they all adhere to strict rules of game play. Think about your favourite level, and what makes it your favourite and try to implement those things into your level. The epic designers go into a lot more detail on this subject here. |
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7:04 PM Jul 11