Thursday, 20 January 2011

Elements of Game Design-Level Design


Elements of Game Design

Level Design


For this blog I will be looking at what is involved in level design.

Level Design definition:

Level design or game mapping is the creation of levels—locales, stages, or missions—for a video game (such as a console game or computer game). This is commonly done using level design tools, special software usually developed just for the purpose of building levels, however some games feature built-in level editing tools.

Level design is a process used in the majority of video games in a variety of genres, such as platform games, puzzle games, adventure games, role-playing games and even driving games. Most of the coverage of the discipline in widely available media such as the Internet relates solely to level creation for first person shooter (FPS) or real time strategy (RTS) games. Only in the last ten years or so has the actual separation of labor occurred that has allowed the job of level designer to come into being, and in the last three or four years the job of level designer itself has often been subdivided into level artist, level designer and scripter.

http://dictionary.sensagent.com/level+design/en-en/

Level design is a complex, and I think one of the most important jobs when creating a game. Without the complexity, size and depth of level design, some of the most popular and successful games just simply wouldn’t have continued to do as well, Games such as ‘Grand theft auto’, ‘Assassins creed’, ‘Far cry’ and ‘Fallout’ to name just a few.







Having said that, when creating levels, detail can be equally as important as size, small but highly detailed scenes can generate alot of game playing hours, games such as ‘condemned’ are a good example as to what I am stressing. The small but highly detailed crime scenes are both interesting and keep the gamer occupied. The detail here is quiet good as the blood has gathered along the skirting board and also the splatter of blood all over.


No matter how good the character or the story line, the level design, I feel is more important. There has to be a desire to get into wherever or whatever place it is. The same of course is true in terms of films. The level design for films or set design can make a film alot more appealing there are a few films that spring to mind that I will just run over. There is of course the big historical block buster’s such as ‘Gladiator’ with Dreamworks superb recreation of the Coliseum, also James Cameron’s recreation of the famous ‘Titanic’ but I want to discuss a film called ‘Dark City’. This film was directed by Alex Proyas and its story line briefly is about a man’s struggle with memories of his past, including a wife he cannot remember, in a nightmarish world with no sun and run by beings with telekinetic powers who seek the souls of humans.



The story line and film overall is good but it is the level design in this film that is outstanding. At various points during the film the city which they live in is altered, it shows the changing structure of buildings from old poor homes into glamour’s mansions. This film was the Matrix before the Matrix. As I stated in the film plot, it is set in a world with no sunlight and so there is a really good use of effective lighting to emphasis certain detail as the buildings morph. It also adds to the feel of the film, as in the film ‘The Crow’, to create a dark gothic sort of feel. An excellent plot and story line and some really top notch art direction and, like I said, level design. From the director of ‘The Crow’ it’s one I’d recommend.

The next film that I would like to mention is the more recent film ‘Inception’ directed by Christopher Nolan. The story line of the film is briefly about a world where technology exists to enter the human mind through dream invasion, a highly skilled thief is given a final chance at redemption which involves executing his toughest job till date, Inception is a mind bending sort of film in terms of the special effects incorporated into its level design and film plot.


Below is an extract detailing the link from ‘Inception’ to level design.

As a game environment artist and level designer "You have a chance to build cathedrals, entire cities that never existed, things that couldn't exist in the real world."

Inception is level designers dream. Throughout the film words such as architect, creating levels, worlds, creating boundaries (closed loops) for believable worlds and designing layouts are discussed in Inception.

After watching Inception a couple of times, I found many similarities between creating worlds in a game and creating worlds in dreams.



Second time I went to see it I set down with a small notepad I always carry with me for ideas. I wrote down a few things that I believe could help a level designer. If you haven't seen the movie, I highly recommend it.

Many things in Inception directly relate to level design and creating game worlds. Here is what I learned in Inception about creating worlds.

  • As a level designer you have a chance to build worlds, to design levels. You create a world out of an idea, a single thought you have in your mind. Simple idea becomes something tangible for someone else to experience. Player has a chance to explore your creation. Something that started as a simple idea in your mind can become a game world. Do not ignore a simple idea of a world you want to create.
  • Continuously create. Never stop creating. Always design and build something new.
  • Design with story in mind. Make sure the player has an objective you want them to fulfil. Make it clear, make it interesting.
  • The world you create is about visuals and emotion. The feeling you want the player to experience, reinforced by the visuals.
  • Never create from memory. Always use reference to create worlds. Use your memory to communicate the feelings of spaces and environments you've been to, but when designing use reference to make the world believable.

http://www.worldofleveldesign.com/categories/game_environments_design/game-world-creation-with-inception.php

As I watched ‘Inception’ it filled me with many thoughts and ideas, I love the whole concept of creating levels and then executing them whilst in a dream. To me it translates to creating a level in my imagination then applying that to reference and creating an actual game environment.

In one of the dream worlds within the film it sees the main stars going through a level set in a pristine city but then they come across an old house. This house is a representation of a house that one of the characters lived in, in waking life. I think that, visually, it says so much more than words. I think it’s a great way to catch the attention of the viewer and to draw you into a certain chain of thought. It is this sort of skill that I will try to incorporate into my level design.






















































































































Elements of Game Design compositon





Elements of Game Design


Visual Composition

For the purpose of this blog I will be looking into visual composition.

A definition of Composition is as follows:

The act or art of composing, or forming a whole or integral, by placing together and uniting different things, parts, or ingredients.

The invention or combination of the parts of any literary work or discourse, or of a work of art; as, the composition of a poem or a piece of music.

The art or practice of so combining the different parts of a work of art as to produce a harmonious whole; also, a work of art considered as such.

http://www.brainyquote.com/words/co/composition146327.html#ixzz17zxAzjiG

Composition is the term that is used when discussing what or how an artistic arrangement is made up or contrived. In terms of a musical performance, it would be the arrangement and order of the different instruments and timing in which they are heard that would determine the musical pieces good or bad composition. When looking at visual composition it is a different story, let’s take a photograph for instance. There are several things to consider when taking a photograph or planning out a painting or sketch, such as the light and reflections cast, the objects that are to be within it and the horizon line.

Art composition rules provide a starting point for deciding on a composition for a painting, for deciding where to put things. The Rule of Thirds is the easiest art composition rule to follow in a painting. It's a basic rule popular among photographers, but equally applicable to the composition of paintings. Applying the rule of thirds to a painting means you'll never have a painting that's split in half, either vertically or horizontally, or one with the main focus right in the centre like a bull's-eye.

What is the Rule of Thirds?

Quite simply, divide a canvas in thirds both horizontally and vertically, and place the focus of the painting either one third across or one third up or down the picture, or where the lines intersect (the red circles on the diagram).

What Difference Does the Rule of Thirds Make?

Take a look at these two photos of a lion. On the one on the left, your eye is drawn straight into the centre of the image and you tend to ignore the rest of the picture. On the one on the right, where the lion's face is on one of the Rule of Thirds 'hotspots', your eye is drawn to the lion's face, then around the painting following the curve of the body



http://painting.about.com/od/composition/ss/art-composition-rules.htm

This windmill is a good example of simple composition on the rule of thirds as it is placed two thirds of the way up the picture and one third from the left.


This next photograph of a tree puts a barbed wire fence and a tree covered by ice on the focal point. The image is one third up from the bottom and one third from the right.

The next picture below shows another example of bad composition due to the photographer only capturing half of the dog in the scene.

The next image is an example of good composition. As you can see there is a good appreciation for the assets within the scene, attention paid to the horizon level, nothing seems to be cropped unnecessarily and the reflection of the rocks is captured nicely in the water below.








































































Thursday, 4 November 2010

Year 2 week 3/4 Elements of Game Design Planning and Concepts

Elements of Game Design

Planning and Concepts


For the purpose of this blog I will be diving into game design, planning and concepts.

Whenever I approach a new brief I always go through the design process, as I begin. It is a fundamental requirement in order to design and create a piece of work that best suits the brief and therefore to create the best idea that I have come up with, not just the first one.


Idea Generation


Firstly I will read the brief and straight away discuss it with others if possible, to try to play with a few thoughts and ideas. Alot of ideas usually get throw around but do not make it due to the brief limitations and specifications, therefore it is a good idea to discuss your thoughts with others so as not to overlook any requirements.


Also my idea generation might require me to look for other reference. Therefore in the past I have used mood boards to express the style that I wish to replicate or take some inspiration from. I will look at everything from random picture that just seem to ooze what I’m looking for, to films and Television. It can also be a good idea to create a thought bubble in order to look at all of the ideas on paper, even though the main bulk of the idea is already written for you to follow, there is always some need for development of an idea.


Concepts

I will usually ruff out a few ideas onto my small note book, which I use for everything, shopping list, appointments, phone calls I need to make, basically everything! This is a good way of seeing if things are going to work or if my initial thoughts need to be altered. These usually include things like small thumbnails and random sketches. In terms of 3ds Max work I will generally draw each piece of the














Model, that of which I will be modelling, and try to ascertain how many tri’s that it will take to build it. Obviously geometry is a key tool here and it helps to give me a good hand so as not to send me in blind when I start to build ( there is nothing worse than running out of tri’s and having to cut back detail!) . I will always keep the tri count down within my initial sketches so that I can add extra detail, if needed, later on in the build.

Planning

When starting out on a project it is very important to carefully plan out how long it will take to complete each process. For instance I generally, on let’s say a four week project, divide my time into First week modelling, Second week laying uvw’s and beginning to prepare my textures, Third week finishing texture maps and Final week to alter anything, to sort problems out and to display my work.


This all has to fall into line with the rest of my ongoing projects and other commitments and therefore this year I have used something that I learnt in college about time management, which is a giant calendar. Now on the face of it you might think that it’s obvious to use a diary or calendar but my calendar is huge and is hung on my bedroom wall, so that every morning I see it and when I’ve completed or missed anything I can mark it off or move it around. It has helped me alot so far!




In the industry teams of artists will be given specific jobs and time scales to complete them so its best that I continue on in this way in terms of my projects. There is nothing worse than someone letting you down with something important, I try to remember the five P’s Perfect Planning Prevents Poor Performance!