How are game levels designed?📝
Автор: Game Dev Sam
Загружено: 2024-09-09
Просмотров: 555
How are game levels designed?
I’m creating an entry room for day 21 of making a game. It needs an obelisk to adjust modifiers, a staircase to start the game, and it should double as a low-stakes practice area.
So, how do we turn this idea into reality?
First, we'll sketch it out. The setting is a desert temple, so our structures will reflect that. The obelisk goes front and centre, with the stairs hidden behind it. Hiding the stairs encourages exploration. Since this room will be used repeatedly, it has to be efficient to navigate, so we’ll move these key areas closer.
Next, we'll add structure. We'll incorporate a cave wall to break up the straight edges and use repeated geometry along the sides to add depth cues. Giant plinths at the back add a sense of scale. This all helps accentuate the obelisk and stairs.
We'll jot down notes for some interactions I’ve envisioned before adding calm water to contrast the intense action ahead. Its flow will further emphasize direction.
Finally, we'll define verticality. I’ve kept in mind the whole time but getting it on paper makes it easier when we move onto...
Grey-boxing. Here we're just looking for an overall sense of the space, so we're limiting ourselves to just cubes. Once we've got a basic layout, we'll use our character to test it, adjusting until it feels right. Unlike our character, which feels terrible. I might not be as close to finishing it as I thought.
Next up is lighting and then building, but that’s for another day.

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