Wednesday, August 4, 2010

Week 1

Well were of to a start with the first game level design lesson of the semester and we have been told that we are being going to be given 3 questions each week that we will have to write a blog for and it looks like this is it. So....



Question 1:
Imagine that you are a level designer working in the 1980s. Knowing the
limitations associated with this era, what type of game would you develop?


Answer 1: 3rd person shooter


Question 2: Play three games—one from the 1980s, one from the 1990s, and one released after 2004. Compare and contrast how levels and environments are designed in all three games.


Answer 2: The 3 games I played were Metal Slug for 1980's, Legend of zelda for 1990's and Call of Duty 4 for after 2004 and I found that environments were changed from one screen of play to a whole world to explore while the movement wasn't up to scratch through to highly detailed levels.


Question 3:
How does a game’s genre affect the way its levels and environments are
designed? Choose one level from three different games—each from a distinct
primary genre—and compare how these levels are designed with regard to
setting, goals, puzzles, and risk–reward system.


Answer 3: The 3 genre's I choose were Racing, Shooting, RTS(Real Time Strategy). The racing level is designed around a track were detail is in the vehicle and the track that is raced upon aswell as the weather; goals are milestone to achieve through skill level up and rewards and normally additions of or for a vehicle. The Shooting genre is designed around a specific time period and detail is paid towards the weapons, characters and actual level design; goals are checkpoints and missions that must be completed before progressing with rewards being titles ranks and upgrades. The RTS level has focus on the character and level design but more towards the characters then the level unlike shooting; goals involve objectives that can be completed or skipped it is the choice of the user with the rewards of the non compulsory strengthening your characters for easier use for later objectives.

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