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Game Development Essentials An Introduction
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Chapter 7 Levels creating the world
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Key Chapter Questions ■ What is level design and how is it related to gameplay? ■ What is the importance of the structural features of game worlds—such as duration, availability, relationship, and progression? ■ What is the importance of the temporal features of game worlds—such as authentic, variable, player-adjusted, and altered? ■ What is the importance of the spatial features of game worlds—such as perspective, scale, and boundaries? ■ How are reality and style achieved in a game environment?
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Structure Goal Mission briefing in Wings Over China.
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Structure Flow Open-air levels usually lack natural boundaries. (Microsoft Flight Simulator 2004)
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Structure Duration Children’s levels often have shorter durations (Toontown Online / Spongebob Squarepants)
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Structure Availability Players can sometimes choose from several open levels at once (Warlords Battlecry)
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Structure Relationship Mission levels can be related to each other through difficulty or sequence (Command & Conquer: Generals)
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Structure Progression
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Time Authentic Boktai uses a sensor to detect the presence of daylight.
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Time Limited Baldur’s Gate allows players a limited amount of real-world time to accomplish tasks within the game.
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Time Variable The Sims depicts both day and night – but time speeds up when the characters go to sleep.
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Time Player-Adjusted Players can adjust the time interval in sports games such as All Star Baseball 2005.
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Time Altered Players can stop time in Prince of Persia: The Sands of Time.
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Space Perspective & Camera Omnipresent Black & White: Creature Isle
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Space Perspective & Camera Aerial (Top-Down) Feuerkraft
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Space Perspective & Camera Isometric Dark Ages
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Space Perspective & Camera Side-Scrolling (Flat/Side View) Goliath
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Space Terrain & Materials Interiors made of concrete, brick, metal, and wood textures in Half-Life 2 contrasts with exteriors made of grass, dirt, and water textures in GravRally.
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Space Radiosity & Effects A scene before and after radiosity is applied.
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Space Scale Knights and Pikemen are as big as mountains and cities in Civilization II.
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Space Boundaries Praetorians uses terrain as a boundary.
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Space Reality True Crime: Streets of LA uses environmental details to portray the game world realistically. The open exterior in Fable is more realistic and stunning.
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Space Style Oddworld: Munch’s Oddysee is filled with surreal characters and environments. Viewtiful Joe uses cel-shading to bring a 2D look into a 3D world.
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Summary Structure Goal Flow Duration Availability Relationship Progression Time Authentic Limited Variable Player-adjusted Altered Space Perspective & camera Terrain & materials Radiosity & effects Scale Boundaries Reality Style
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