Real Life Level Design
@RL_LevelDesign
A kind of personal journal of learnings on how real life can be used to influence level design.
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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
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
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
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
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
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
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
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
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
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