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Game Development Essentials An Introduction

Game Development Essentials An Introduction. Chapter 7. Levels creating the world. Key Chapter Questions. ■ What is level design and how is it related to gameplay?

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Game Development Essentials An Introduction

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  1. Game Development Essentials An Introduction

  2. Chapter 7 Levels creating the world

  3. Key Chapter Questions ■ What is level design and how is it related to gameplay? ■ What is the importance of the structural features of game worlds—such as duration, availability, relationship, and progression? ■ What is the importance of the temporal features of game worlds—such as authentic, variable, player-adjusted, and altered? ■ What is the importance of the spatial features of game worlds—such as perspective, scale, and boundaries? ■ How are reality and style achieved in a game environment?

  4. StructureGoal Mission briefing in Wings Over China.

  5. StructureFlow Open-air levels usually lack natural boundaries. (Microsoft Flight Simulator 2004)

  6. StructureDuration Children’s levels often have shorter durations (Toontown Online / Spongebob Squarepants)

  7. StructureAvailability Players can sometimes choose from several open levels at once (Warlords Battlecry)

  8. StructureRelationship Mission levels can be related to each other through difficulty or sequence (Command & Conquer: Generals)

  9. StructureProgression

  10. TimeAuthentic Boktai uses a sensor to detect the presence of daylight.

  11. TimeLimited Baldur’s Gate allows players a limited amount of real-world time to accomplish tasks within the game.

  12. TimeVariable The Sims depicts both day and night – but time speeds up when the characters go to sleep.

  13. TimePlayer-Adjusted Players can adjust the time interval in sports games such as All Star Baseball 2005.

  14. TimeAltered Players can stop time in Prince of Persia: The Sands of Time.

  15. SpacePerspective & CameraOmnipresent Black & White: Creature Isle

  16. SpacePerspective & CameraAerial (Top-Down) Feuerkraft

  17. SpacePerspective & Camera Isometric Dark Ages

  18. SpacePerspective & CameraSide-Scrolling (Flat/Side View) Goliath

  19. SpaceTerrain & Materials Interiors made of concrete, brick, metal, and wood textures in Half-Life 2 contrasts with exteriors made of grass, dirt, and water textures in GravRally.

  20. SpaceRadiosity & Effects A scene before and after radiosity is applied.

  21. SpaceScale Knights and Pikemen are as big as mountains and cities in Civilization II.

  22. SpaceBoundaries Praetorians uses terrain as a boundary.

  23. SpaceReality True Crime: Streets of LA uses environmental details to portray the game world realistically. The open exterior in Fable is more realistic and stunning.

  24. SpaceStyle Oddworld: Munch’s Oddysee is filled with surreal characters and environments. Viewtiful Joe uses cel-shading to bring a 2D look into a 3D world.

  25. Summary • Structure • Goal • Flow • Duration • Availability • Relationship • Progression • Time • Authentic • Limited • Variable • Player-adjusted • Altered • Space • Perspective • & camera • Terrain • & materials • Radiosity • & effects • Scale • Boundaries • Reality • Style

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