Nearing the end of the group project has probably help me
understand level design a little more than what I had at the beginning of the
project. Although the queens building already existed we had to plan which
spaces best showed our abilities and what we planned to produce. There are many
factors that come into play when designing paths and areas for level design
that drift away from the normal considerations of visual and spatial elements,
these include but are not limited to dynamic behaviours, navigations,
interactivity and playability. Designers must remember that although it
important to make everything pretty, it is also important that whilst playing,
you have a fundamental design that can help you navigate. It must show what you
want the player to see and where you want them to go, without making a room
full of corridors.
Visual style is important for level design as it decides what the
player focuses on, this is done by visual elements and architecture and by
having a strong colour pallet. Genuinely designers make sure that lighting and
props draw the attention of the level and define the playable areas in which
the character can play through, depicting direction of movement and funnelling
points for more intense gameplay. This works in well with spatial elements;
designers, such as Valve quite often have a blank block out called a white box.
This allows play testing of areas without the visual noise of colour. It means
they can focus of interesting arrangement of features and make sure designs
that they have actually transfer to a 3d environment that is playable. It also
is done very quickly which allows many ideas to be play tested in a very short
amount of time.
Dynamic behaviours are important to a levels design as they allow
a more natural feeling and approach to gameplay. They include things such as
flickering lights, moveable objects and destructible environments and props. They
add interesting events and break up repetitive behaviours that are quite easily
produced in games. Navigations are plausible routes and paths that the player
can get to an object. No matter what sort of game you produce there always has
to be a location or end point that the player is trying to reach. When
designing gameplay and the environment it is important to make this as
understandable as possible. For instance visual clues leading to a doorway,
lighting, roads, signs and other stimuli can all lead the player in the
direction you want and can keep them moving through weaker areas and towards
key areas and events. Navigation is important to the speed of gameplay and how
this translates into an enjoyable or probably more relevant, tantalising
environment level.
Interactivity are events that remind you that you are playing
(hopefully) in an immersive environment that keeps you interested and makes you
focused on what you are playing, rather than other distractions. If you played
through a level that couldn’t respond to your input it would soon get very
repetitive. Currently companies are trying to produce new ways to keep players
responsive and focused. This can be done with anything that requires player
input to progress or even to produce unrelated actions. Players thrive of
finding ways to progress and watching their effort or work unfold before them.
Climbing, pushing, pressing, shooting, crawling, swimming, connecting are all verbs
and all describe an action. By completing these actions an interactive aspect
would happen such as a path becomes useable, a valve turns or something
explodes. By using interactive actions and direct interactivity with the player
and weapons another stage of realism and playability is added, a world becomes
more playable and environment design has been implemented more successfully.
All of the factors above result in the playability of a level, a
designer should take in consideration where the players meet, where actions occur
and what is the overall function of the level, whether it is linear or multiplayer
and whether there are enough things to improve the longevity of the
playability. By making sure each step is taking a level can quickly evolve from
initial sketches, to a fully-fledged interactive map that should keep players
interested for the maximum amount of time and show off visual art to the best
of the levels ability.
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