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Topic : "Question to game makers about level design" |
XandGash member
Member # Joined: 17 Feb 2001 Posts: 156 Location: Boston, MASS, U.S.A.
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Posted: Sun Aug 05, 2001 12:35 am |
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I've been researching the process of designing levels in 3D video games, but I have only found what I believe to be vague descriptions. I need to know how much concept art goes into the creation of the level. I mean, do you have to do detailed 2D renderings of each section of a map, or could you just sketch out an area, articulate the types of textures and surfaces that go into that area and just dive into the 3D creation aspect? Here's an example. Say you're designing a movie theatre with 3 aisles of seats and stadium seating. Would you A) Do a series of detailed pictures showing exactly what the theatre looked like or would you B) Do one really good detail shot to show the correct lighting and everything, sketch out portions of it to get the correct sizing of everything, and do smaller detail shots of things like the chairs, floor lights, curtains, exit signs and whatever other things might be present? Also I'm sure that things get put in and taken out during the stages of level creation. What percentage of stuff do you figure gets edited and improved upon during this process? |
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Brain member
Member # Joined: 26 Oct 1999 Posts: 662 Location: Brisbane, Australia
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Posted: Sun Aug 05, 2001 3:15 am |
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Hmm... I find most mappers either get an idea, head straight into he editor and build it from their head then and there.
Or they'll have an overall theme for a level and sketch out like a rough blueprint of what they're thinking, with perhaps some more detailed sketches of landmarks and important or memorable things.
To me, it sounds like you have a good idea of what you wanna do. So personally, I'd go in and make it as it pops in my head. If you're not gonna touch it for a bit, sketch some of it down, write some descriptions of things, keep your vision.
And more importantly, tell us when you've done it. @;-)
Oh, and I was gonna mention having a read over at Gamasutra and specifically these articles, though I haven't read them all myself yet.
[ August 05, 2001: Message edited by: Brain ] |
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XandGash member
Member # Joined: 17 Feb 2001 Posts: 156 Location: Boston, MASS, U.S.A.
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Posted: Sun Aug 05, 2001 3:41 am |
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Actually, I've been reading alot of articles at Gamasutra recently, and the last one I read was really helpful. It discussed different aspects of architecture in level design. |
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kurisu member
Member # Joined: 16 Feb 2000 Posts: 482 Location: Santa Monica, California, USA
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Posted: Sun Aug 05, 2001 1:26 pm |
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Hi XandGash,
I agree with Brain. My wordy thoughts and opinions:
I believe how a level is designed depends entirely on the team that will use the design. If you are doing everything, you can take liberties you might not if other people need to work with you. You wouldn't need to "explain" so many things through pictures, diagrams, text, discussion, etc. The more people involved, generally speaking, the more information you need to provide the rest of the team members (artists/programmers/other designers) so that they understand how their jobs fit into yours.
I think both methods you describe are good... though working with the art director (if there is one) would make sense to establish the lighting/theme/mood... because that should be his or her job. The designer's job is to establish the flow and design of what happens and where. Many times, a designer will spend too much time working out exactly how something looks... only to have another artist change it. Of course, if you're an artist and designer, this helps... because you can integrate the whole process (leading back to the original point of how much information you need to present/share). Blah, blah, blah...
I recommend starting generally... getting the main points established firmly... then worry about the details. The stronger the main idea, the easier it is to decide exactly which details are most appropriate. I feel this way for anything I approach - whether it's game design, web design, animation, music, literature... whatever - even cleaning my room - not that I ever do that
-kurisu |
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XandGash member
Member # Joined: 17 Feb 2001 Posts: 156 Location: Boston, MASS, U.S.A.
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Posted: Sun Aug 05, 2001 2:51 pm |
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Thanks |
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MadSamoan member
Member # Joined: 21 Mar 2001 Posts: 154 Location: Moorpark,CA
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Posted: Wed Aug 08, 2001 9:28 pm |
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It does really varies from team to team. A common process is that once the high concept or theme of the level is decided, the flow of the level is designed. Then a concept artist/art director will design the visuals, hopefully in conjunction with the level designer that will be doing the actual work. Overall I wouldn't say that the drawings done will be very detailed other than to show ornament. As for props, unless it's an object intensive game like an RPG, for example, there might be sketches made for an artist to create the objects and for a designer to incorporate into the level. Usually the exact placement of props doesn't get decided until very late in the process and it's based on how gameplay dictates. Keep in mind, this isn't an exact science either because realtime games that actually give you the luxury of more than a handful of props have only existed for a few years.null |
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