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Game Development Essentials An Introduction. Chapter 7 Levels creating the world.

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Presentation on theme: "Game Development Essentials An Introduction. Chapter 7 Levels creating the world."— Presentation transcript:

1 Game Development Essentials An Introduction

2 Chapter 7 Levels creating the world

3 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?

4 Structure Goal Mission briefing in Wings Over China.

5 Structure Flow Open-air levels usually lack natural boundaries. (Microsoft Flight Simulator 2004)

6 Structure Duration Children’s levels often have shorter durations (Toontown Online / Spongebob Squarepants)

7 Structure Availability Players can sometimes choose from several open levels at once (Warlords Battlecry)

8 Structure Relationship Mission levels can be related to each other through difficulty or sequence (Command & Conquer: Generals)

9 Structure Progression

10 Time Authentic Boktai uses a sensor to detect the presence of daylight.

11 Time Limited Baldur’s Gate allows players a limited amount of real-world time to accomplish tasks within the game.

12 Time Variable The Sims depicts both day and night – but time speeds up when the characters go to sleep.

13 Time Player-Adjusted Players can adjust the time interval in sports games such as All Star Baseball 2005.

14 Time Altered Players can stop time in Prince of Persia: The Sands of Time.

15 Space Perspective & Camera Omnipresent Black & White: Creature Isle

16 Space Perspective & Camera Aerial (Top-Down) Feuerkraft

17 Space Perspective & Camera Isometric Dark Ages

18 Space Perspective & Camera Side-Scrolling (Flat/Side View) Goliath

19 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.

20 Space Radiosity & Effects A scene before and after radiosity is applied.

21 Space Scale Knights and Pikemen are as big as mountains and cities in Civilization II.

22 Space Boundaries Praetorians uses terrain as a boundary.

23 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.

24 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.

25 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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