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.
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.
Sunday, 26 February 2012
9105189011.blogspot.com - Chapter 1
Ch 1 – History & Background the world of the level designer
1. Imagine
that you are a level designer working in the 1980s. Knowing the
limitations
associated with this era, what type of game would you develop?
I would
design a top down view platformer in the form of call of duty with very basic
but colourful graphics. The game would be based around missions to complete as
the player goes through different environments such as jungle, desert and
underwater. There will be a selection on weapons (used in the Vietnam war). The
main goal of the game will be to recover intel from the Russians hidden
somewhere in the jungle.
2. Play
three games—one from the 1980s, one from the 1990s, and one
released
after 2004. Compare and contrast how levels and environments are
designed in
all three games.
The
original Prince of Persia was a platform game with very basic gameplay but with
a strategy behind it. The game had a time limit to save the princess before the
powerful wizard killed her. The level design at the beginning of the game was
simple and then become more maze-like towards the end of the game. As the game
progresses the colour scheme also changed from dark dull colours to colourful
and bright levels. Throughout the game the player stamina increased and the
weapons were more powerful.
Doom was
very ahead for the time it was released, one of the first fps games. Game play
was simple but interactive. The game had 3d environments and that made it very
playable and interesting. The level scheme changes as the game progresses but
still keeping the consistency of the overall design. The levels became bigger
and more like a maze. The player had to find keys and artefacts to progress to
the next level. In Doom you got to shoot aliens with cool weapons and no other
game had that.
Half-Life 2
was a great game. Its graphics were breathtaking for the time it was released. It
used a technology called HDR (High Dynamic Range) for brighter and sharper
colours. It was one of the first games with continuous game play and interactive
storyline still based from the first Half-Life. The game features a lot of
cinematics which makes the storyline more interactive. There few allies who
help you throughout the levels. The game environments are based in a city and
its surroundings somewhere in the eastern part of Europe or Russia based on the
building designs and level layouts. Later in the game the environment changes from
coastal to sort of underground and dark levels and back to urban environment. Later
there were three continuous episodes of Half-Life 2 making the storyline more
open as well as improving the graphics.
3. How does
a game’s genre affect the way its levels and environments are
designed?
Choose one level from three different games—each from a distinct
primary
genre—and compare how these levels are designed with regard to
setting, goals, puzzles, and
risk–reward system.
Quake 3 Arena is a first
person shooter. The levels were designed in the style of arenas and mazes based
on an alien planet. Item placement in the level had to be good for the players
to be able to find them easily and quick. The main goal of the game was to kill
as many bots as possible and to progress through different environments.
Trine is a 3d platform puzzle game.
There are three players each with different abilities and skills – a wizard, a
knight and assassin. The levels are very colourful and non-repetitive but still
consistent with the overall theme. Players must collect artefacts and powerups
and solve each level’s puzzle to progress through the game. Players can also
upgrade their skills by collecting orbs or skill points.
Portal is a first person
puzzle game. It is a very different genre game. It was built around the
Half-Life universe. The levels themselves are puzzles that the player has to
solve by using a futuristic weapon that creates two kinds of portals.
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