Sunday, 11 April 2010

Artefact 5! Level design research

I have concentrated research around level design to gain an idea of what my level banner needs to include. I found this article which has been pretty helpful for identifying a few key elements and I have selected the key points for you to see but if you want the full article its found at http://www.gamearch.com/2009/09/13/the-three-qualities-of-level-design/.

Firmitas

As mentioned before, this is a pretty basic category. A sort of minimum requirement if you will. If a level fails to fulfill it, it ceases to be properly playable due to technical issues. The two main areas here are stability and performance.

Stability as I see it refers to the level not crashing and breaking the game.

Performance is the other side and means that the level is running properly.

Utilitas

This aspect of level design deals with the design of the actual play space. That is to say it defines the space within the player moves.

Utilitas defines the boundaries within which the player(s) move(s). It directs the flow of play and it’s job is to iteract closely with the game design to provide the intended experience (which doesn’t neccessarily have to be “fun”).

These goals can range from anywhere between controlling the flow of players within the space to providing obstacles and challenges for the player to overcome.

Venustas

Levels don’t need to be beautiful, instead their goal is to evoke a mood, an atmosphere.

Familar visuals can cause certaun expectations in the player and they establish a frame of reference.

Additionally the visual elements can help tell a story.

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