_________________________________________________________________________________________________________________________________________        
            _________________________________________________________________________________________________________________________________________        
Showing posts with label level design. Show all posts
Showing posts with label level design. Show all posts

Gnomon Level Design - Desert Level Screenshots

Screenshots don't paint a full picture when it comes to 3D levels, but I'd like to share some of the key vantage points from my desert level.


Here's the main gate that is blocked off.  The player climbs the siege weaponry to reach the top of the wall, where...


They'll see the explorable city below, and discover secrets at the Vault.
 

This is a room full of prop objects modeled to show off the workshop.


This particular room is where one of the artifacts is held, defended by a pair of royal wraiths.
 

A quiet and ominous barracks.


And lastly a look at the keep just out of the player's reach.  They'll have to find a way over the short wall to reach the key item in there! 

Gnomon Level Design - Desert Project Mood Boards

Final Project for the Level Design course.  For this we're learning from the Seattle area in The Last of Us 2.  My stage is designed in a Persian fortress feel. 






Gnomon Level Design - Control The Contrast

I got great feedback about my level design colors today.  Where it's easy to paint in a prototype game level with broad colors, it's also likely that you pick high contrasting colors while building it out.  This helps the designer see more clearly the differentiation between object types.

But when controlling the color for the player, the high contrast and high saturation areas should be reserved to attract the player's attention.  Less important areas of the game, such as much of the non interactable terrain, is better served with broad strokes of color that meld together and don't call for attention.

I tuned down the saturation across the board (for a second time), and tried to push back the reds in the rocks which were fighting with the greens in the trees.



Gnomon Level Design - Constructing in Unreal

 


Now that I've got the modular pieces done, the fun part is piecing it all together in the level!

Gnomon Level Design - Into Unreal


 The lighting and interactivity make it start to feel like a game!

Gnomon Level Design - Top Down Map Cleanup v1

 Didn't actually fill out the legend, yet!



Gnomon Level Design - A Core Statement

Last week I started the Level Design course at Gnomon with Zachary Adams. Our first assignment will involve redesigning the Veldin level in Ratchet and Clank. I'm starting with my core statement:

"magical guns on a war torn battlefield"