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Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design.

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Presentation on theme: "Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design."— Presentation transcript:

1 Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

2 Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 What is an Arena/ Level?

3 Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Design Considerations Theme/ Style/ Atmosphere Context Narrative Textures Placement of interactive objects (weapons, items, objectives, NPC’s, Bad guys, money etc. Routes through a level (linear or non-linear?) Scenery (for atmosphere – creating an immersive experience etc.) Size - Is the level too big? Too small? Difficulty – Is the level too easy? Too hard? Is the level fun to play or is it a chore?

4 Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Context, Linear and Non-Linear Super Mario Bros. (Nintendo 1985)Blackhawk (Interplay 1995)Cybernator (Konami 1993) Medal of Honor Frontline (EA 2002) Splinter Cell (Ubisoft 2003)

5 Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 On-rails and Freedom Time Crisis (Namco 1996) Grand Theft Auto San Andreas (Rockstar 2005)

6 Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Fun vs Realism Pong (Atari 1972)Virtua Tennis (Sega 2002) Goldeneye (Rare 1997)Rainbow Six (Red Storm 1998)

7 Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Restrictions Die Hard Vendetta (Sierra 2002)Goldeneye (Rare 1997)

8 Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Good and Bad Zelda: Ocarina of Time (Nintendo 1998)Ghosts and Goblins (Capcom 1986)

9 Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Getting Started Start mapping!

10 Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Questions?

11 Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Next Lecture Sound and Music Christian Cooper Next Week at 10am


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