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SM3120 Game Level Design Lesson 03 – Level Design: Architecture and Spaces Ryan Lam.

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Presentation on theme: "SM3120 Game Level Design Lesson 03 – Level Design: Architecture and Spaces Ryan Lam."— Presentation transcript:

1 SM3120 Game Level Design Lesson 03 – Level Design: Architecture and Spaces Ryan Lam

2 Building Architecture and Spaces Many games rely solely on designer-created architecture to be the environment for their games. From true-to-scale buildings found in real life to strange alien structures, game designers have used just about everything you can imagine as settings for their games. As a level designer, it will be your job to create these environments and place them within your game.

3 Building Architecture and Spaces Architecture form space? Architecture form space? Architecture form space? Architecture form space? Youtube 01 - Unreal Engine 3 VS CryEngine 2 Youtube 01 - Unreal Engine 3 VS CryEngine 2 Youtube 0 Youtube 0 Youtube 02 – Sim2 How to build a house? Youtube 02 – Sim2 How to build a house? Youtube 02 Youtube 02

4 How? Using Toolsets: Using Toolsets: 1.Brushes 2.3D modeling Software 3.Tilesets

5 Brushes Brush is not the thing we use to paint a portrait. However, in level editors, a brush is a form that you use to make simple or complex 3D objects within your game world. Picture

6 3D Modeling Software Tool like: Maya, 3DS MAX, or lightwave. (Picture)Picture Advantage: Powerful than your standard level editor Most professional game studios use these programs to generate their buildings and environments. Disadvantage: Expensive Need exporting software to place the models you make into your game. Or you can download/buy it online! Click herehere For warcraft 3 model: Click herehere

7 Tilesets One more way to generate architecture is through the tilesets that come with the game ’ s level editor. Some games, like Bioware ’ s Neverwinter Nights, use Lego-like modular tilesets that allow you to snap together walls and the like to create a building. Picture

8 Tilesets Advantage: Easy Quick Disadvantage: Much less freedom to make unique building Only have few modules to work with

9 Architecture has a benefit over open terrain because you can direct the player’s movements much more easily. Buildings are also easy for players to identify as places for encountering conflict or finding information. Architecture and Fun

10 Linear Gameplay When you ’ re designing structures, it ’ s easy to create linear gameplay. This just means that your level must be played in a certain order. The player goes from one room to the next, conquering each mission in the same order for every player

11 Linear Gameplay Good: Linear gameplay will help you tell that story the way you want it to be told. Bad: However, linear gameplay means less choice and less freedom for the player.

12 Non-Linear Gameplay If we use “ Linear gameplay ” for first- person shooter maps, it wont make any sense. For these types of games, having levels that allow for circular movement, with little or no interruption in the form of doors or locks, makes for much better gameplay.

13 Non-Linear Gameplay Good: Better gameplay, more choices and more freedom Bad: Every possible choice and action that the player might want to make has to be planned for, creating more and more work as you build in reactions for every possible action.

14 Tactics and Architecture How will the player use your structure to his benefit? How can you create interesting tactical puzzles for your audience? Picture

15 Tactics and Architecture - Examples 1. 1. Within a closed environment, a sniper can find a safe point with a commanding view of the rest of the building, giving him a powerful advantage. 2. 2. A blind corner along a central pathway is an attractive place to set a trap (or ambush) Always try to imagine all the possible benefits and traps that your structures present to the tactically minded player.

16 Seams Seams in your architecture occur when two objects don ’ t fit really well together. As you run through your level, you ’ ll see thin lines that let you look between objects and into the sky above or below, or into the room beyond. Remember, when you ’ re placing things like walls and floors, it ’ s perfectly acceptable to sink one into another to hide the seams.

17 Collision Collision is the force that keeps a player from passing through an object, or an object from passing through another object. Normally, the level editors that come with games create collision with the game ’ s geometry. Sometimes, however, you might have to jump through hoops to get imported objects to have collision.

18 Wrong Collision! Correct!

19 Review Questions 1. Why wouldn ’ t a level that perfectly duplicates an average living room be fun for players? 2. How do architects encourage movement of people from one space to another within a building?

20 Review Questions Ans 1: Because of the speed at which game characters run, and the fact that they run all the time, a normally furnished living room would be very frustrating to navigate. Ans 2: By the use of corners, which push people away, and open spaces, which pull people toward them, an architect can encourage the flow of people from one room to another.

21 Famous RTS in 2007 World in Conflict (URL) is a real-time tactical video game developed by Massive Entertainment and published by Sierra Entertainment for Windows and the Xbox 360. World in Conflict (URL) is a real-time tactical video game developed by Massive Entertainment and published by Sierra Entertainment for Windows and the Xbox 360.URL


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