Whereas
environment design that I have previously looked at is concerned with
the aesthetic side of how the surroundings are created, level design
is done purely for games: it differentiates a piece of work that may
be done purely to look at, and what has to actually be manipulated
and function by use by a player. What iv e talked about previously
about a concept and design having to be based on fundamental
knowledge so that we know it works and looks right to the viewer is
taken further, as the surroundings not only are there to look at any
more with in-game levels, but are there to be interacted with in a
variety of different ways.
I
think its incredibly important to differentiate from the visual
aspect of level design and the level itself.... Majority of levels
are made purely with the process of making sure they are navigate
able and able to be traversed clearly before any artwork or design is
done to the levels contents, the meshes being left blank or covered
in rough place holder art to distinguish one part from the other. At
the end of the day a game is there to be played, and if it is
difficult or unclear on how to do so it is failing at the most
fundamental level. Numerous games use various methods to bring their
in-game worlds to life by making them dynamic and react to the
decisions made by the players to give the impression that your not
only within something but also affecting it based on your own choices
and decisions. And now, with more realistic games that closely mirror
are own world as real as possible, elements that used to help us
interact with a game that used to be merely part of the aesthetic
side (a flat signpost telling us which direction to go) are now built
into the game's level (Activating a switch that moves platforms
allowing the player to navigate to a certain area). With the increase
of exploration and freedom in games, the world isn't necessarily made
up of blocks that are cleverly disguised as buildings any more, but
fully implemented digital pieces of architecture with doors that can
be opened, windows that can be smashed, and lights that can be
switched on.
The basic layout to the start to any level design is the functionality aspect, and how the player can interact within it. |
While
the game production work I have done on the course so far has largely
involved the aesthetic side of making things in 3d, we are slowly
being pushed towards thinking about the interactivity involved in our
creations. The creation of characters introduced us to rigging,
showing us how not only to make the human anatomy look true to life,
but also make it work like it would in the real world. This was a
start into looking at the functionality aspect of our work, and with
recent projects with bringing our renders into the Unreal Engine,
we've seen how important it is to make things work (albeit on a basic
level) while in a game's level. Though I learnt the start with basic
things like collision detection, it was interesting to see how my
building that I had made could be explored in first person.
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