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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