Sunday, October 10, 2010

Week 3

1. Building on the original concept you developed in Chapter 2, create a
blueprint for your level. Make sure you begin with a series of rough sketches
until your blueprint begins to take shape.

Answer 1:


2. Create at least three gameplay mechanics for your level. How do these
objectives relate to your original story idea?

Answer 2: The 4 gameplay mechanics that my game has are walk, run, shoot and knife and these are so the character can get around the level.

3. Come up with five level objectives that correspond to your gameplay
mechanics. How will you identify these objectives in your level blueprint?

Answer 3: 1 Get your gun, 2 Hit switch 1, 3 Hit switch 2, 4 Sneak past bridge, 5 Get into the helicopter. These will be identifies by an obj within a circle.

Week 2

1. Using some of the techniques discussed in this chapter, begin developing a concept for
an original game idea. Discuss the central theme of your idea, and the methods you used
to bring your idea into existence.


Answer 1: My concept for my game is going to be based around stealth and the way the idea came into existence is because it is one of my favourite genres.

2. Create a backstory, environment, and three character descriptions associated with your
original game idea. How are these elements integrated and linked through a central
theme?

Answer 2: My backstory is that you are a military soldier that has infiltrated a major enemy facility that is located on an island in the middle of nowhere and you have been captured and will have to escape using any means possible. The environment is set around a forest with lots of metal and wooden structures used to hold the guards and mission objectives as well as a river that goes half way through the level that the player will have to cross somehow. The 3 characters that I will be creating will be a military soldier that currently has no name, a guard that will be posted into many places that is just your normal guard with his usual features and finally a guard captain that is in charge of your capture with upgraded equipment and one you should avoid at all costs

3. Document your concept with reference material and original sketches. How did you
capture your reference images? Create thumbnails and silhouettes. Compile these images
into an art “bible” to help guide your vision.

Answer 3:

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.