The overall level design is what I wanted to achieve which is a monastery in the high mountains of China where the player walks on a path and gets to the monastery. I wanted to add a lot of detail to create the high mountain atmosphere.
Looking at the level blueprint, the final leve has alot more assets and special effects. In the original blueprint the level is very basic, only a monastery and a Buddha statue with some trees. Then I decided to add the monastery towers int the distance, the rock arc and the volumetric clouds which gives the level a better look.
Diploma of Interactive Digital Media (Games)
Wednesday, 30 May 2012
Sunday, 20 May 2012
Level Drawings
Game Level Building Ideas Chinese gate ideas to go in the level |
Monastery Columns Columns ideas. Researching different Chinese columns, and here are some drawing of columns to place in the monastery. |
Monastery Top View
Top view of the monastery and what it will look like. |
Monastery Yard A concept of the monastery yard. Columns on the side, cobblestone yard with grass, and the main praying hall for the monks. |
Monastery Monastery concept. Main gate for the monastery with walls, and only the roofs can be seen. |
Game Assets
Rock Bridge Chinese arc bridge that I modeled based on Chinese architecture. The bridge is usually made of wood, but I decided to make it from rocks, it gives it more of an ancient look. |
Chinese Monastery Gong Every monastery should have a gong. I wanted my monastery to have a gong to add more detail and decoration to the level. |
Monastery Columns Columns base don the research feature rock base and wooden beam with a wooden or rock top. These columns are in the monastery. |
Monastery Gate This is the front gate of the monastery. It is similar in design to the Chinese gate, but it is the main entrance of the monastery. |
Chinese Monastery Monastery design is based on Chinese architecture. I wanted to give the monastery an ancient look as if only monks live there and is high in the mountains. |
Rope Bridge Basic model of a rope bridge. |
Level Screenshots
Level start, mountains with fog and volumetric clouds in the distance. |
Rock bridge. |
Rock arc with steps. |
View from arc of the monastery towers. |
Small lake. |
Rope bridge leading to monastery, Buddha statue in the distance. |
Chinese gate, monastery in the distance. |
Monastery view. |
Monastery towers. |
Front of monastery. |
Entering monastery. |
Monastery yard. |
Monastery gong. |
Digital 3d Environment Textures
Bridge Textures Textures used on the rock bridge. I wanted to give the bridge an ancient look with rocky textures. |
Chinese Gate Textures Wooden textures for Chinese gate. Weathered wood was used for the sides of the Chinese gate and roof. |
Monastery Gong Textures Cymbal and wood texture for the monastery gong, the rope texture is used for the rope holding the gong. |
Columns Textures Wooden and rock textures for the columns, and decoration texture for between the columns. |
Monastery Textures Different varieties of textures were used for the monastery. Mainly wooden textures for the beams and doors, stone textures for the walls and monastery yard. |
Monastery Textures 2 Combination of rock, wood, and decoration textures for some buildings of the monastery. |
Monastery Gate Texture Monastery main gate of a wooden door texture to make it look ancient. |
Sunday, 11 March 2012
9105189011.blogspot.com - Chapter 3
Chapter 3 – Game
Level Design
1. Building on the original concept you developed in Chapter 2, create a
blueprint
for your level. Make sure you begin with a series of rough sketches
until your
blueprint begins to take shape.
2. Create
at least three gameplay mechanics for your level. How do these
objectives
relate to your original story idea?
Exploring
the Environment
The game
environment is an open environment where the player can explore the high
mountains of China with small villages and other monasteries and collect items during
the game play.
Item
Collection
Items are
scattered throughout the environment. Players collect power-ups for their
character and the non-playable characters.
Objectives
Each level
has different objectives, collect power-ups for character, or find the secret
key to unlock a mountain path, or find the monastery artefact and return it to
the monastery.
3. Come up
with five level objectives that correspond to your gameplay
mechanics.
How will you identify these objectives in your level blueprint?
Sunday, 4 March 2012
9105189011.blogspot.com - Chapter 2
Chapter 2 – Conceptualization spawning your
imagination
CHAPTER REVIEW
1. Using
some of the techniques discussed in this chapter, begin developing a concept
for
an original
game idea. Discuss the central theme of your idea, and the methods you used
to bring
your idea into existence.
Game Ideas:
Rooftops.
The setting is in the year 3040. High buildings reaching the higher atmosphere
of Earth, everything below is the city, smog and haze, where the lower society
people live, dirty environment for rebels and other cultures.
Environments
Rooftop
environments, building tops, high altitude environments, futuristic cities.
Textures
Metal,
wood, plastic, old textures, rocks, wall textures, painted buildings,
corrugated rooftops, rooftops from old buildings.
Alleyway. You
are detective trying to solve a crime in the backstreets of a large city full
of alleyways. Different environments and cultures. The environments are the
abandoned buildings covered in vegetation, the night clubs with neon signs, china
town and underground.
Environment
Alleyways,
front entrance of nightclubs, neon signs, rubbish bins, old pipes, walkways.
Textures
Concrete
and brick walls, wooden textures, gravel and stone streets, sidewalks, markets.
2. Create a
backstory, environment, and three character descriptions associated with your original
game idea. How are these elements integrated and linked through a central theme?
Set in 12th
century China. Five monasteries in the highest mountains of China protected by
a different element - metal, water, wood, fire and soil. That element is the
ancient artefact and protector of each monastery. Each of these artefacts
brought together create the ultimate and powerful artefact that can control the
elements. The evil lord has stolen four of the artefacts and on a mission to
steal the fifth artefact, has destroyed many monasteries and villages
protecting the artefacts.
A monk from one of those villages with the
help of a ninja assassin girl and another monk are on a mission to help recover
the stolen artefacts from the evil lord and save the monasteries. The main
character possesses the power of levitation.
The ninja assassin has the power of invisibility and the other monk has
the power of super strength.
3. Document
your concept with reference material and original sketches. How did you capture
your reference images? Create thumbnails and silhouettes. Compile these images into
an art “bible” to help guide your vision.
Research images are of Chinese mountain environments, architecture, monasteries, gates and bridges. Most images are from Google and few are from games.
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