Iuliu-Cosmin Oniscu Profile picture
Senior Open World Designer. #Leveldesign #OpenWorldDesign. WatchDogs, AC Creed, Avatar, Dune. I do open-world stuff all day long.
Olga Yakovleva Profile picture Sven Gießelmann Profile picture 2 subscribed
Apr 22, 2020 9 tweets 7 min read
@the_xzamplez @GlaxHat I usually start by trying to identify the issue. That's done by marking all the relevant positive/negative spaces. Like bellow. @the_xzamplez @GlaxHat Then I try to simplify the entire design just because it feels really convoluted at a glance. Simple is better:
Feb 24, 2020 12 tweets 6 min read
This is a Thread about interiors in open worlds #leveldesign
When incorporate interiors in your open world map there are a bunch of considerations you need to take into account:
- Interiors are there to be transitional
- Interiors might have some goodies for you to pick up. The point is to try to keep it as simple as possible. Here's an example from Far Cry 3.
In this example if you stand in a door way you can clearly see the other doorway + 1 window frame so in case of a gunfight you can always identify a way out or a cover position.
Dec 14, 2019 9 tweets 3 min read
This is for @MajidRahmani and his medieval city.
In order to fix it you need to identify the main axes that go into your city. Something along these axes here:
#leveldesign Then try to go 2d and simplify everything. At this point don't think about scale. Worry about the orientation and the points of interest in your city.
May 21, 2019 4 tweets 3 min read
Here's some Sketchup doodles I've been messing with in the last few months.
I'm going for the 360 approach method. Location can attacked from any direction, however the player will go trough the Green, then Yellow, then Red areas before reaching the goal.
#leveldesign Here's a bubble diagram of a linear level.
As you can notice the beats connect to each other linearly, but we can still talk about a sense of progression by differentiating each bubble.
Also the number of paths may vary depending on how much detail we want.
#leveldesign
Apr 18, 2019 14 tweets 8 min read
So in the light of the recent discussions about why and how to use pen and paper tools and apps to prototype stuff I decided to make a short tutorial about how to use @inkscape as a #leveldesign tool. First:
- Do the Google Thing
- Or go here and grab the latest version of Inkscape (It's free and open source for ever and ever) for your OS of Choice
inkscape.org
Mar 25, 2019 5 tweets 2 min read
Some early morning Source Engine SDK mapping cleanse.
Just a simple mirrored arena and some bridges and catwalks. Mostly so I can get a feel for the scale of the place. And some zombies to twist things up a bit.
The width of the corridors is important as you can see because as a player I do a lot of 180 strafe turnings when fighting things that are near me.
Having enough space to do that makes a big difference.
Mar 19, 2019 17 tweets 4 min read
Here's my method for scale, dimensions and metrics
1. Player scale is a convention.
By default the most comfortable height is 1.8m. Since 0.2 m are irrelevant we can presume the player is in 2x1 bounding box.
we can aprox cover height to 1 m.
I like to use the following number for my grid:
- 0.25, 0.5, 1, 2, 4, 8, 16, 32.
A 4x4 box for the 1x1 m cover where 1 box = 0.25