#leveldesign tip of the day! π½
PROCESS!!!
internet: "say what?? boooring!!
me: I've added colors!
internet: you're wrong! It's called Greybox/blockmesh/Whiteblock/Shell/Construct π‘
me: Can't we all just be friends and unite on ONE term.. this is confusing! π
(thread for depth)
Step 1
the Ideation phase. A rough sketch of your overview is super important to get going for you and your team. Be quick on your feet! Be prepared to start designing immediately on the whiteboard before the meeting is even over!
We sometimes call this first sketch the "Parti" [Par-tee] (it's french) and is roughly "the Soul of the Creation"..
tip: give it a name.. It is your baby and you will work with it for a long time! lvl03.225 isn't that sexy..
Step 2
Draw an overview. Always try to have a mindset of
Rough - Refined
When doing any of the stages. Zoom out and rough everything out, then zoom in and refine all the parts.
Step 3
Jump into the editor and do a quick Rough BLOCKOUT.
goal here is to get a SENSE OF SPACE
ignore all scripts. all stairs are ramps. elevators and such are in-editor free-flies
Step 4
Leave the editor and Refine your overview based on your findings in the rough blockout.
write an LDD (Level Design Document).. this contains the overview, gameplay moments and reference art. This is as much for you as it is for the team.
An LDD is a living document (meaning that it is constantly updated)
But it looses importance somewhere during Alpha.. After that it is all about what is in the game.
Step 5
Refine you BLOCKOUT to flesh out your boundaries, sightlines and distances. You should already think about VERTICALITY and COMPOSITION.. but BIIIG PENCIL STROKES!
Don't bother with textures or lights.
work fast fast fast..
Maximum iteration speed! π₯³
Step 6
Final step before Pre-Prod is done.
Start with a Rough WHITEBOX
start to implement gameplay and get a feel for enemy positions and events.
Still a phase with MASSIVE iteration and level changes.
Step 7. ALPHA
Complete the WHITEBOX
This means that all gameplay should be implemented and the level should be testable on people that hasn't seen it before.
Why "WHITEBOX" ?
It is from "WHITE PAPER" that is basically a document that informs the reader what an issue or subject is all about but does not go in depth on the matter.
We should use color.
tip: choose desaturated non-intrusive simple colors. green=grass, brown=dirt, etc.
Step 8. BETA
All hands on deck!
Everybody goes all-in and push the level as far as they can with the given deadline.
When BETA is done we should be able to have playtests with random internet people.. (we all know and "love" all the open-beta games.. π )
Step 9. Gold
Arguably the hardest part in #gamedev.. When is a game done? when is a game good???? impossible questions to answer. Here we add "Game Juice" and we try to "Find the Magic".... π§π§ββοΈπ§ββοΈ
β’ β’ β’
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A continuation on my Gestalt research & how it can help World Building. Rearranging objects to create different feelings.
Building Worlds is a team effort as always! β€οΈ
But this mainly focused on #leveldesign & #gameart
1st up is designing for speed!
This is a thread π§΅1/9
This thread focus on the Gestalt principle of "PrΓ€gnanz" or "Good Gestalt". Meaning that individual object should be arranged so that they together become ordered and create meaning.
Here we arrange objects to try to create the emotion of Caution!
π§΅2/9
And now we rearrange the objects to try to spark curiosity!
#gamedev tip of the day! π€
PROBLEMS!! π±
This one is slightly different from my other once. But important nevertheless!
A long list of different problems that might stand before you and/or your team! (it's a lot.. But I drew pretty pictures!!)
Thread 1/17
2/17
3/17
Oh, forgot to state in the top tweet.. there is of cause #leveldesign insights in these as well! πβ€οΈ