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Showing posts from September, 2018

7 level design

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For this level design project I wanted to focus on the design of a competitive shooter map. As i have been playing Overwatch for some time i felt that I had a understanding of how the gameplay flows through its maps and modes. Taking a step further I wanted to create a Competitive map for this game. Overwatch uses asymmetric level design to help shift the flow of the game from point to point. Coupled with the asymmetric heros this imbalance of the game actually results in a balanced gameplay as a whole. The mode chosen for this map is an assault/escort where the attacker are trying to drive a payload through the map and the defenders are trying to prevent them from getting to their destination.The theme i wanted for this map was a New Zealand theme, incorporating maori elements, coastal and a bit of art deco sadly I was unable to finish a lot of these assets. The constant shifting of the main conflict zone as the payload traverse along its path allows for player to change and reth...

6 Pacing

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dark souls 3 1. beginning cut scene 2. cell and tutorial 3. bonfire 4. boss fight 5. getting weapons 6. boss defeated 7. firelink 8. undead burg Dark souls starts off with an opening cinematic that introduces the beginning of thew lore for the world and grabs the attention of the player as it describes the war between the dragons and Gwen with the use of intense music and a series of action scenes it quickly get the attention of the watcher. the excitement dies down after that as we first enter into the game and move through a prison slowly building up intrigue as the player explores further and learning the controls as they move. The player then comes across a bonfire and a large bonfire lit reads across the screen letting the player know this is a thing you want to do and gives the sense of fulfillment. A large set of doors awaits ahead of the player and as they open those doors they are hit with the boss as it crashes down in front of the player and now the full of ten...

5 Modularity

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For this scene I have taken inspiration from Kashyyyk from star wars. Kashyyyk is a forest world that is covered in very large trees and bush, because of this all the buildings are made from wood and are bridging between trees. This scene is made out of 6 modular sets being: 2 types of towers, a bridge, a barricade, some scrubs and a piece of a trunk. When designing these set parts I wanted to keep in mind legal Lego building techniques and did not want to scale or place blocks in ways that would not be possible. It needed to fit into the Lego world and even be used inside a Lego star wars game or used as a plan for creating real world Lego sets. So this made the creation of making this scene quite time consuming as if I had taken short cuts it would defeat the Lego feel and would not fit into a Lego environment.

4 Bioshock Lighting

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Bioshock Lighting Analysis For this blog I am taking a look at the lighting design inside the game Bioshock. With this lighting analysis I will explain the techniques the developers at 2K Games used to help guild the player through the world, going into depth about how they use a contrast of warm and cool colours to frame the scene and drive the player towards a direction. The Game starts with the player in the middle of a plane crash in the sea. With bright and hot burning burning derbies surrounding you you have to find a way out. the game guilds the player out with a gap in the fire and to highlight that gap by using the cool lighting from the reflection from the moon shine through the hot fire and framing the way forward. As the player exits the ring of flame he is greeted by a more open space with the tail of the sinking plane before you. but as you move more into this open space a wall of fire spreads beside you blocking the openness of the ocean and...

2 The Tower

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The Tower When I first looked at the simplified gray box of the tower my first thought was of Sauron's Tower from Middle earth: Shadow of war. As soon as I pictured that image I could not get it out of my head. So my goal was to recreate this part of the game while still thinking about the game level design. This level takes place across a bridge heading all the way to the tower so there is a lot of room for detours and side routes. But shadow of war is not just a flat game it uses a lot of vertical elements. I added small towers and other buildings to add these vertical elements to help give the player advantage and also areas of funneling enemies as its easier to take enemies one on one then a large group when your in a tight space.