Wednesday, October 31, 2012

Abstract and Realistic Floor Plans

For Level Design class I had to design two floor plans of two different levels.
For one level I had to design an abstract floor plan and for the other level I had to design a realistic floor plan.
Designed in Illustrator.




The objective for this level is to get past enemies, avoid wall booby traps while collecting points and/or coins along long corridors. Parts of some corridors are missing some floor platform so the player will have to jump over them or else fall and die/lose. The path is pretty much linear with a boss to battle at the end of the level path. Defeat the boss and level is complete.

Abstract floor plan





The level here starts outside of a house. The objective here is to find your way into the house by exploring the outside yard. The player will find a key that will unlock the front door. Once inside the player does more exploring throughout the rooms of the house and collects items. The player has to find another key that will unlock a door at the back of the house that leads to stairways that lead to the next floor and/or lower level of the house. The player has to takes these stairs to advance to the next part of the house.

Realistic floor plan

Monday, October 29, 2012

Checklist of Level Concepts

Checklist assignment of three level design ideas for Level Design class.






Level Design Concepts
What goes into level design isn’t just simply the design of the level but there’s more to it to not only make the level look attractive and engaging but also other elements put together on it to make it work as well as possible as a whole. Things like the reason for the design and why design it the way it’ll eventually look all are things that are put thought into. One of the things that helps visualize the development of levels is concept art illustrations. Concept artists create series of shots of a level and it helps to visualize it, set the mood and atmosphere, before it goes into final production. For video game design concept art is utilized as well as running the level through a checklist system. The list covers time, tech, limitations, requirements, purpose, gameplay and theme.
The first example of this is “Call of Duty: World at War.” Earlier titles focused on World War II but it never covered The Pacific side of the war where the war was fought against the Japanese Empire. World at War did this by offering players several level missions focusing in the Pacific Islands where the battles took place. The first mission, called ‘Semper-Fi, takes place in Makin Island. The concept of this design was to show gritty, brutal realistic scenes and environmental visuals and show accurate depictions of the types of places the battle in the Pacific was being fought in such as beaches and muddy jungles. They wanted players to also experience fighting in the darkness of night as well as be aware of camouflage snipers in the trees and hiding in bushes.


"Semper Fi" mission concept art by Thomas A. Szakolczay
"Semper Fi" mission level gameplay scrennshot
The checklist:
Time – no time limit.
Tech – IW 3.0
Limitations – controlled area of space.
Requirements – sanded beach areas with wooded cabins and paths with heavy jungle surroundings.
Purpose – the player (single player) and his squad (AI) are trying to fight through Japanese opposition and get to a beach to make their getaway by boat.
Gameplay – survival, open area with military strategic methods to fight the enemy.
Theme – Oceanside beaches and jungles.

          The second example is from the same game, Call of Duty: World at War, with the ‘Black Cats’ mission. This mission is unique in that the gameplay is different from the other levels. The concept for this was that instead of being a foot soldier fighting in the jungles the player is a gunner for a fighter plane, or a Black Cat. The experience for the player is simply to point and shoot with various rapid firing guns within the Black Cat. The AI controls the plane. With open skies and the ocean below the player has to shoot and destroy Japanese ships carrying weapons as well as shooting down enemy planes that began the infamous kamikaze attacks.

"Black Cats" mission concept art by Thomas A. Szakolczay

"Black Cats" mission level screenshot




The checklist:
Time – no time limit
Tech – IW 3.0
Limitations – controlled open space, complex geometry
Requirements – massive open air space and massive ocean space
Purpose – to shoot and destroy enemy merchant ships and enemy war planes
Gameplay – survival, eliminating the enemy and prevent kamikaze attacks on friendly ships
Theme – open air space



          One unique game that’s visually stunning is Grand Theft Auto IV. The game consists of players doing missions within this massive open space world, or sandbox style world, where the player can also free-roam anywhere within that space. In GTA IV’s space, this space is Liberty City. This city consists of three islands surrounded by water. The concept behind the design is to create the most realistic true-to-life city the player can experience. The main concept is to be realistic from the city surroundings to the character’s the player interacts with. The realism in the surroundings shows for instance, in the way the water moves and the reflection of things on the water’s surface. Also, weather was implemented in the game’s world. Although Liberty City is a fictitious city it is loosely based on New York. It can rain, be sunny, cloudy, windy, and changes from day to night. The visual purpose is to give the player the experience of walking, driving, and admiring the scenery of the city life.

"Grand Theft Auto VI" concept art
"Grand Theft Auto VI" screenshot


The checklist:
Time – certain missions are time limited
Tech – RAGE, Euphoria
Limitations – complex geometry
Requirements – free-roam open world
Purpose – connect with people and do missions assigned to earn money
Gameplay – free-roam exploration 
Theme – big city