I have listened to gdc2014's lecture on Level Design and my own understanding.

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The knowledge points are messy and scattered.
Write in my personal understanding

Camera settings make it difficult
Consider level design, difficulty, playability, and so on from the player's perspective.
Environmental factors are very important, mainly because there are more factors for the artist, and colors and the like also have an impact.
Have enough details
Attracting players
Psychological components
Understand the player's emotional status, and even have control over it.
Designed to cater to the game style
Level is cooperation with players
Give players dominance

Layout

Layout facilitates control of the game Mechanism
The sandbox for children is a simple game layout.
Games in which physical spaces affect player activity (I understand that there are collisions, rigid bodies, and physical games) need to be laid out.
Layout is the game rule
Layout can teach players how to play this game. There is a role of tutorial.
Add time pressure to players
It can properly display areas currently inaccessible to players to arouse players' desire to explore.
The visual composition rules apply to the level design (here is an example of a three-way approach, and an example of a tianshu place's image location, to make the tree eye-catching)
This is the *** rule of visual art. I don't know what it is. For a while, baidu should be related to photography.
I think: However, the Level Design does need proper arrangement to achieve hierarchy and partial eye-catching.
I can't understand this visually. Isn't it an algorithm? Can it be used visually? Can it be used in game development?
Make a sketch before the level design,
You can use a pen to draw on paper, or you can use a software called graybox to quickly create a rough level for trial (2.3d)
Advantages of designing on paper: familiarity and comfort. Fast and flexible. Disadvantage: It is difficult to represent 3D space. One time.
Advantages of software design: fast and playable. Reduce people's background (I think it should be a place where mistakes and scrawls are painted on paper ). Disadvantage: High Technology proportion
Iteration is the key, that is, to repeatedly consider your game from the ground up, design, and modify
Maintain flexibility, and constantly reevaluate the layout,
Test, observe, and change. Test, observe, change ....


The layout is now available.
1. Linear
2. detour
3. Unidirectional Loop
4. Intersection
5. Swiss cheese-like (this one starts)
6. Branch Classification
7. Central Axis shooting
8. Door Control Center
9. Pass and return
Their advantages and disadvantages are described in detail here with some examples.
I also talked about some la S, which are known to those who often play games, that is, they usually put some monsters, treasure boxes, or a bunch of sundries in the dead path (prompting players to be disconnected)
There are other la s that are common in games. He says I can think of these game scenarios.
Changing perspectives is also important.



Next I talked about the plot.
The story can be told by various means, not necessarily in the form of words
The story is the interaction between players and the game mechanism, and the exploration of the environment? (In my understanding, I can elaborate on game background and environment information as appropriate)
The stories are divided into game stories, Environment stories, and script stories.
The level designer is the narrator of the story.
Define the possibility of a level
1. layout/process
2. Mechanism structure
3. Environmental Art
4. World scripts (my understanding is the main story and game background)/sound
5. Transfer (Transfer animation ?)


Level designers should ask themselves
1. What is the story about checkpoints?
2. Which of these tools can provide the most effective narrative methods (methods ...)?
Game stories are the most important stories (from the design perspective)
Including the ability to teach gamers **
Players pass but fail to understand the story. They will * (HE)

Control (I don't know this term, it should be about game control)
1. Self-solving by running
2. Simple skip Method
3. Slightly complicated design
All of the preceding instructions must be provided.
You can add some operation interactions in the environment, or in the boss battle.
The variability of game stories can be that players play a game repeatedly.
What's more, they can build their own stories (GTA? Simulation of life? My world ?)


Script story
Often from Game screenwriters (that is, the story, the conversation)
I don't know why BGM is mentioned here. Well, the narration needs to be lyrical, and the atmosphere is very important... (What I said ............)
Exists in narration, role animation, Environment events, and so on

Various elements should be better integrated into the gameplay

It should always happen in the center of the player's screen
Ensure that players can make their own actions at the beginning of the event to see the development of the event
The use of line tracking or stock (also a proprietary term, no meaning found), so that the player's line of sight in a funnel-like concentration
Use lighting and Scenario Design to highlight what you want to highlight (spotlight, etc)
Can the story be skipped?
It can automatically clear the obstacles before the role to make it easy to move in the plot
Make the player think that he is the hero of the game

Game story-What did a player do?
Script story-What do players see?
Environment story-the player's world

Players can also carefully investigate a certain corner (usually those who are careful and love this game) so that they can discover hidden plots and so on, which makes them feel rewarded, so that they can continue playing it carefully.
Add time-limited elements as appropriate

I have listened to gdc2014's lecture on Level Design and my own understanding.

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