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1
LEVEL DESIGN
Concept art
voor welke
Game?
Het is werk
van een
artiest:
Syd Mead
Inspiratiebron
voor art team
van Bioware
Bij het maken
van de game:
Mass Effect
Syd Mead tekende voor Aliens, Tron en Blade Runner
Syd Mead vs Mass Effect
`For structures we generally looked at
Modern Architecture from Europe and
Japan. We also looked at artists such
as Syd Mead, Chris Cunningham and
John Harris. We looked at numerous
movies, from Tron to Solaris.`
- Derek Watts – Art Director
Syd Mead vs Mass Effect
“For the environments, we basically poured over photos of unique areas you can find on earth,
from the Lake District in England to the Phi Phi Islands in Thailand.”
- Derek Watts – Art Director
7
LEVEL DESIGN
Wat ging er mis in Mass Effect?
1) Levels waren pas laat in het productie proces speelbaar
2) Framerate viel soms erg terug (testen)
3) Gebrek aan communicatie tussen departementen
4) Gebrek aan visie voor het eindproduct (lift scenes)
5) Repetitief gebruik van level assets
Duidelijk was: dit moet beter!!
(volgens de ontwikkelaars)
8
LEVEL DESIGN
Hoe hebben ze het proces aangepast?
Opgedeeld in zes fases:
Fase 5: Finishing.
Fase 4: Hardening.
Fase 3: Orange Box.
Fase 2: White Box.
Fase 1: Narrative Playable.
Fase 0: Narrative Overview.
9
Fase 0: Narrative Overview.
- Een document
- Geeft antwoord op de vraag: wat is het doel van het level?
- Dus wie is de speler, wat kan hij verwachten, wat moet hij leren,
zien, ervaren, oplossen, begrijpen,
voelen, creeeren, meenemen, etc.
om door dit level te mogen gaan?
- Concept schetsen, flow chart,
Overview map, detailed map,
Events-list en cut-scenes.
10
Fase 1: Narrative Playable
- Pacing & Spacing
- Relationship
- FLOW
Het level bestaat uit boxes en placeholders. Zelfs dialogen zijn
kernwoorden, de narrative designer moet nog aan het werk.
De FLOW is te ontdekken in het level.
Hoe ‘speelt’ een level, welke doelen
bereik je op welke manier.
Hoe ‘voelt’ het level aan.
11
Fase 2: White Box
- LIJKT het level LEUK om te spelen?
Het level is wat meer in- en opgevuld, de
vormen passen nu duidelijker in hun
omgeving.
Cut-scenes en events zijn ‘werkend’
geïmplementeerd.
De audio is toegevoegd.
Fase 3: Orange Box
- IS het level LEUK om te spelen?
Het level is ingevuld met meer textures.
Cut-scenes hebben nu motion captured
karakters.
Er wordt nu gebruik gemaakt van belichting en correcte collision.
12
Fase 4: Hardening
- Durf je dit aan je spelers te geven?
Het level kan in principe mee in het eindspel,
maar er is nog (veel) te verbeteren.
De audio en voice-overs werken, de dialogen
zijn geschreven en kloppen.
Alle bugs zijn uit het level gehaald.
Fase 5: Finishing
- Het level is geweldig!
Alle details zijn uitgewerkt, de belichting is
‘tweaked’ (de kleine, fijne aanpassing)
13
Mass Effect 2
Interview met de Art Producer
http://blog.bioware.com/tag/level-design/
14

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Les 5

  • 2. Concept art voor welke Game? Het is werk van een artiest: Syd Mead Inspiratiebron voor art team van Bioware Bij het maken van de game: Mass Effect
  • 3. Syd Mead tekende voor Aliens, Tron en Blade Runner
  • 4. Syd Mead vs Mass Effect `For structures we generally looked at Modern Architecture from Europe and Japan. We also looked at artists such as Syd Mead, Chris Cunningham and John Harris. We looked at numerous movies, from Tron to Solaris.` - Derek Watts – Art Director
  • 5. Syd Mead vs Mass Effect
  • 6. “For the environments, we basically poured over photos of unique areas you can find on earth, from the Lake District in England to the Phi Phi Islands in Thailand.” - Derek Watts – Art Director
  • 7. 7 LEVEL DESIGN Wat ging er mis in Mass Effect? 1) Levels waren pas laat in het productie proces speelbaar 2) Framerate viel soms erg terug (testen) 3) Gebrek aan communicatie tussen departementen 4) Gebrek aan visie voor het eindproduct (lift scenes) 5) Repetitief gebruik van level assets Duidelijk was: dit moet beter!! (volgens de ontwikkelaars)
  • 8. 8 LEVEL DESIGN Hoe hebben ze het proces aangepast? Opgedeeld in zes fases: Fase 5: Finishing. Fase 4: Hardening. Fase 3: Orange Box. Fase 2: White Box. Fase 1: Narrative Playable. Fase 0: Narrative Overview.
  • 9. 9 Fase 0: Narrative Overview. - Een document - Geeft antwoord op de vraag: wat is het doel van het level? - Dus wie is de speler, wat kan hij verwachten, wat moet hij leren, zien, ervaren, oplossen, begrijpen, voelen, creeeren, meenemen, etc. om door dit level te mogen gaan? - Concept schetsen, flow chart, Overview map, detailed map, Events-list en cut-scenes.
  • 10. 10 Fase 1: Narrative Playable - Pacing & Spacing - Relationship - FLOW Het level bestaat uit boxes en placeholders. Zelfs dialogen zijn kernwoorden, de narrative designer moet nog aan het werk. De FLOW is te ontdekken in het level. Hoe ‘speelt’ een level, welke doelen bereik je op welke manier. Hoe ‘voelt’ het level aan.
  • 11. 11 Fase 2: White Box - LIJKT het level LEUK om te spelen? Het level is wat meer in- en opgevuld, de vormen passen nu duidelijker in hun omgeving. Cut-scenes en events zijn ‘werkend’ geïmplementeerd. De audio is toegevoegd. Fase 3: Orange Box - IS het level LEUK om te spelen? Het level is ingevuld met meer textures. Cut-scenes hebben nu motion captured karakters. Er wordt nu gebruik gemaakt van belichting en correcte collision.
  • 12. 12 Fase 4: Hardening - Durf je dit aan je spelers te geven? Het level kan in principe mee in het eindspel, maar er is nog (veel) te verbeteren. De audio en voice-overs werken, de dialogen zijn geschreven en kloppen. Alle bugs zijn uit het level gehaald. Fase 5: Finishing - Het level is geweldig! Alle details zijn uitgewerkt, de belichting is ‘tweaked’ (de kleine, fijne aanpassing)
  • 13. 13 Mass Effect 2 Interview met de Art Producer