RL_LevelDesign's profile picture. A kind of personal journal of learnings on how real life can be used to influence level design.

Real Life Level Design

@RL_LevelDesign

A kind of personal journal of learnings on how real life can be used to influence level design.

Real Life Level Design reposted

I -love- the readability of all the road markings in Switzerland. The clean streets and beaming sun help with the visibility, but the thick and vivid lines and simple colours go miles towards understanding where you can/can't go as a pedestrian, bicyclist, or car at a glance

dectroughton's tweet image. I -love- the readability of all the road markings in Switzerland. The clean streets and beaming sun help with the visibility, but the thick and vivid lines and simple colours go miles towards understanding where you can/can't go as a pedestrian, bicyclist, or car at a glance
dectroughton's tweet image. I -love- the readability of all the road markings in Switzerland. The clean streets and beaming sun help with the visibility, but the thick and vivid lines and simple colours go miles towards understanding where you can/can't go as a pedestrian, bicyclist, or car at a glance
dectroughton's tweet image. I -love- the readability of all the road markings in Switzerland. The clean streets and beaming sun help with the visibility, but the thick and vivid lines and simple colours go miles towards understanding where you can/can't go as a pedestrian, bicyclist, or car at a glance
dectroughton's tweet image. I -love- the readability of all the road markings in Switzerland. The clean streets and beaming sun help with the visibility, but the thick and vivid lines and simple colours go miles towards understanding where you can/can't go as a pedestrian, bicyclist, or car at a glance

Real Life Level Design reposted

Environmental storytelling

MittieArt's tweet image. Environmental storytelling

Gameplay objects can often be reskinned to fit a theme of an area as long as their visual language communicating their identity remains consistent so players can easily discern their function. #LevelDesign #Gamedev Photo credit: bit.ly/2H8y1sp & bit.ly/2JOT3hz

RL_LevelDesign's tweet image. Gameplay objects can often be reskinned to fit a theme of an area as long as their visual language communicating their identity remains consistent so players can easily discern their function.

#LevelDesign #Gamedev

Photo credit: bit.ly/2H8y1sp & bit.ly/2JOT3hz
RL_LevelDesign's tweet image. Gameplay objects can often be reskinned to fit a theme of an area as long as their visual language communicating their identity remains consistent so players can easily discern their function.

#LevelDesign #Gamedev

Photo credit: bit.ly/2H8y1sp & bit.ly/2JOT3hz

Real Life Level Design reposted

Sometimes #environmentalstorytelling is about adding a detail into your world in order to demonstrate that something has been take away. #gamedev #leveldesign

EnvStorTell's tweet image. Sometimes #environmentalstorytelling is about adding a detail into your world in order to demonstrate that something has been take away. #gamedev #leveldesign

Higher ceilings in a room can be used to evoke a sense of freedom & space and encourage visual exploration. Lower ceilings can be used to evoke a feeling of claustrophobia or confinement and encourage visual direction. #LevelDesign #GameDev Photo credit: bit.ly/2DLggwS

RL_LevelDesign's tweet image. Higher ceilings in a room can be used to evoke a sense of freedom & space and encourage visual exploration. Lower ceilings can be used to evoke a feeling of claustrophobia or confinement and encourage visual direction.

#LevelDesign #GameDev

Photo credit: bit.ly/2DLggwS

Presenting the player with enough information to anticipate an outcome of a choice encourages player agency. #LevelDesign #GameDev #PlayerAgency Photo credit: bit.ly/2GzVsvm

RL_LevelDesign's tweet image. Presenting the player with enough information to anticipate an outcome of a choice encourages player agency.

#LevelDesign #GameDev #PlayerAgency

Photo credit: bit.ly/2GzVsvm

Repeating vertical elements across multiple floors can help players orient themselves and pinpoint their location. #LevelDesign #GameDev Photo credit: bit.ly/2A5bFsh & bit.ly/1HyNAax

RL_LevelDesign's tweet image. Repeating vertical elements across multiple floors can help players orient themselves and pinpoint their location. 

#LevelDesign #GameDev

Photo credit: bit.ly/2A5bFsh & bit.ly/1HyNAax
RL_LevelDesign's tweet image. Repeating vertical elements across multiple floors can help players orient themselves and pinpoint their location. 

#LevelDesign #GameDev

Photo credit: bit.ly/2A5bFsh & bit.ly/1HyNAax

Contrasting resting or suspenseful beats against higher paced gameplay beats can enrich the players appreciation of the moment. Vary the pacing over a level to keep it from feeling repetitive. #LevelDesign #Pacing #Flow #Gamedev Photo credit: bit.ly/2IdFdUO

RL_LevelDesign's tweet image. Contrasting resting or suspenseful beats against higher paced gameplay beats can enrich the players appreciation of the moment. Vary the pacing over a level to keep it from feeling repetitive.

#LevelDesign #Pacing #Flow #Gamedev

Photo credit: bit.ly/2IdFdUO

Great examples of games with mechanics that incentivize sticking to the shadows include Thief & Styx: Master of Shadows. Great examples of games with mechanics that incentivize avoiding the shadows include Left 4 Dead & Amnesia: The Dark Descent.


Using clear tonal contrasts between light and dark elements can be a great compositional tool for exaggerating focal points and directing players. #LevelDesign #Lighting #GameDev Photo credit: bit.ly/2Gx9D2K

RL_LevelDesign's tweet image. Using clear tonal contrasts between light and dark elements can be a great compositional tool for exaggerating focal points and directing players.

#LevelDesign #Lighting #GameDev

Photo credit: bit.ly/2Gx9D2K

When dressing only doors cannot be avoided whilst many other doors are usable, a clearly communicable language should be used to show a door cannot be entered to prevent frustration or confusion. #LevelDesign #GameDev Photo credit: bit.ly/2EvboAY

RL_LevelDesign's tweet image. When dressing only doors cannot be avoided whilst many other doors are usable, a clearly communicable language should be used to show a door cannot be entered to prevent frustration or confusion.

#LevelDesign #GameDev

Photo credit: bit.ly/2EvboAY

Natural shapes can be used to form doorways to subtly lead & direct players through more organic spaces. #LevelDesign #GameDev Photo credit: bit.ly/2Bt5Y6S

RL_LevelDesign's tweet image. Natural shapes can be used to form doorways to subtly lead & direct players through more organic spaces.

#LevelDesign #GameDev

Photo credit: bit.ly/2Bt5Y6S

Many geometric shapes have an inherent language that can be leveraged to communicate a levels properties. e.g rounded elements can be used to denote safety whilst triangles can be used to denote hostility or danger. #LevelDesign #GameDev Photo credit: bit.ly/2Ch0BEH

RL_LevelDesign's tweet image. Many geometric shapes have an inherent language that can be leveraged to communicate a levels properties. e.g rounded elements can be used to denote safety whilst triangles can be used to denote hostility or danger.

#LevelDesign #GameDev

Photo credit: bit.ly/2Ch0BEH

Objects with exaggerated proportions in an otherwise balanced scene tend to draw player focus. #LevelDesign #GameDev Photo credit: bit.ly/2BVqeiJ

RL_LevelDesign's tweet image. Objects with exaggerated proportions in an otherwise balanced scene tend to draw player focus.

#LevelDesign #GameDev

Photo credit: bit.ly/2BVqeiJ

Persistence following player action (e.g. bullet holes, bodies, debris, etc.) can help remind players of their location and recognise retrodden ground. This facilates players building a mental map of the space. #LevelDesign #GameDev Photo credit: bit.ly/2GWKCzj

RL_LevelDesign's tweet image. Persistence following player action (e.g. bullet holes, bodies, debris, etc.) can help remind players of their location and recognise retrodden ground. This facilates players building a mental map of the space.

#LevelDesign #GameDev

Photo credit: bit.ly/2GWKCzj

Physical connections (e.g. visible cabling) can help communicate associations or relationships between objects to players. #LevelDesign #GameDev Photo credit: bit.ly/2EdaXHe

RL_LevelDesign's tweet image. Physical connections (e.g. visible cabling) can help communicate associations or relationships between objects to players.

#LevelDesign #GameDev

Photo credit: bit.ly/2EdaXHe

Spatial analogies can be used to help players intuitively understand interfaces. #LevelDesign #GameDev Photo credit: bit.ly/2BXnNrv

RL_LevelDesign's tweet image. Spatial analogies can be used to help players intuitively understand interfaces.

#LevelDesign #GameDev

Photo credit: bit.ly/2BXnNrv

Clearly established play boundaries can help players easily extrapolate a mental map of the space. #LevelDesign #GameDev Photo credit: bit.ly/10yzMZP

RL_LevelDesign's tweet image. Clearly established play boundaries can help players easily extrapolate a mental map of the space.

#LevelDesign #GameDev

Photo credit: bit.ly/10yzMZP

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