#019 Level Design - Process - Pre-production
How to plan a game level with mechanics, experience goals, and pillars. From The Level Design Book. What is pre-production? Pre-production is the early phase of a project where you generate id...
How to plan a game level with mechanics, experience goals, and pillars. From The Level Design Book. What is pre-production? Pre-production is the early phase of a project where you generate id...
Overview of general workflow and concepts for video game level design. From The Level Design Book. Prologue: What is level design What is a level A level is a space where a game happens. Some ...
still constructing Definition: Paths. Paths are the channels along which the observer customarily, occasionally, or potentially moves. streets, walkways, transit lines, can...
OVERVIEW Logo Game Concept Singleplayer 2D Horror Puzzle Indie Story-Rich Drama Story The player portrays a journalist named Yu Hong, who suffers from depression and is dissatisf...
City design - temporal art - seen in all lights and all weathers. Moving elements (e.g. the people and theiractivities) are as important as the starionary physical parts. Our perception of t...
still constructing 第1篇 游戏创新的一般原理 原理1 游戏的对称性/非对称性和同步性 对称性游戏(Symmetric gameplay):参与游戏的玩家的体验完全一样(国际象棋)。 非对称性游戏(Asymmetric gameplay):参与游戏的玩家的体验并不完全一样(《龙与地下城》)。 游戏中的延迟也会导致玩家看到的画面有不同。 同步的...
总览 进入关卡: 单行道: 场景展示: 道路尽头U型转弯与平台: 关卡出口: 俯视图: 平视图: 动线: 优点 从下向上的观察点 不同于瞭望点,本关及其后续关卡是从下向上进行的。作为底部,关卡提供了一个很好的视角,展示了后续关卡的一部分,有很强的空间感。 关卡结构与设计目的相符 本关作为高潮后的休息关卡,使用了相对简单的关卡结构,几乎不存在谜题,塑造了良好的体验曲线。...
设计关卡的两个着眼点:为通关而必须克服的挑战(必须执行的任务)和游戏世界的布局,及开展游戏活动的模拟空间。 以挑战为着眼点时:专注于层级结构的设计 电子游戏的挑战会形成层级结构,一组用时较短的挑战组合起来可形成规模较大的挑战。 原子(atomic)挑战:最底层的无法进一步被分割的挑战。 优势:有助于掌控游戏节奏和难度曲线 ...