3. So you have a level idea
- Where to start?
- Story / Objective
4. So you have a level idea
- Where to start?
- Story / Objective
- Shaping the level:
5. So you have a level idea
- Where to start?
- Story / Objective
- Shaping the level:
- Pull from personal experiences
6. So you have a level idea
- Where to start?
- Story / Objective
- Shaping the level:
- Pull from personal experiences
- Pull from other sources
7. So you have a level idea
- Where to start?
- Story / Objective
- Shaping the level:
- Pull from personal experiences
- Pull from other sources
- Concept artist
24. Got dat ref
- Next Step? Level Blockout
- Why:
- Test gameplay and environment quickly
25. Got dat ref
- Next Step? Level Blockout
- Why:
- Test gameplay and environment quickly
- Find gems / problems, test scale
26. Got dat ref
- Next Step? Level Blockout
- Why:
- Test gameplay and environment quickly
- Find gems / problems, test scale
- Waaaaaaaaaaaay easier to make big changes
27. Got dat ref
- Next Step? Level Blockout
- Why:
- Test gameplay and environment quickly
- Find gems / problems, test scale
- Waaaaaaaaaaaay easier to make big changes
- Helps give artist direction
30. Level blocking
- Plan in 2D if wanted
- Photoshop / pencil + paper
- Build rough layout in Unity
31. Level blocking
- Plan in 2D if wanted
- Photoshop / pencil + paper
- Build rough layout in Unity
- Recommend Probuilder vs. stock unity
32. Level blocking
- Plan in 2D if wanted
- Photoshop / pencil + paper
- Build rough layout in Unity
- Recommend Probuilder vs. stock unity
- Put shapes with direct influence on gameplay
33. Level blocking
- Plan in 2D if wanted
- Photoshop / pencil + paper
- Build rough layout in Unity
- Recommend Probuilder vs. stock unity
- Put shapes with direct influence on gameplay
- Floors/walls/ceiling for line of sight and readability
34. Level blocking
- Plan in 2D if wanted
- Photoshop / pencil + paper
- Build rough layout in Unity
- Recommend Probuilder vs. stock unity
- Put shapes with direct influence on gameplay
- Floors/walls/ceiling for line of sight and readability
- Forget the deco
35. Level blocking
- Plan in 2D if wanted
- Photoshop / pencil + paper
- Build rough layout in Unity
- Recommend Probuilder vs. stock unity
- Put shapes with direct influence on gameplay
- Floors/walls/ceiling for line of sight and readability
- Forget the deco
- unless it influences gameplay
46. Level blocking - things to consider
- Landmarks
- Give short / medium / long term goals
- Help with orientation
- Variety
- Turning, verticality
- Sightlines
- Player sees only what you want them to
47. Level blocking - things to consider
- Landmarks
- Give short / medium / long term goals
- Help with orientation
- Variety
- Turning, verticality
- Sightlines
- Player sees only what you want them to
- Focus on something
50. Level blocking - things to consider
- Landmarks
- Give short / medium / long term goals
- Help with orientation
- Variety
- Turning, verticality
- Sightlines
- Player sees only what you want them to
- Focus on something
- Hide info, encourage exploration
51. Level blocking - things to consider
- Landmarks
- Give short / medium / long term goals
- Help with orientation
- Variety
- Turning, verticality
- Sightlines
- Player sees only what you want them to
- Focus on something
- Hide info, encourage exploration
- Cover
52. Got dat level block
- Handoff to artist with story + reference
53. Got dat level block
- Handoff to artist with story / reference
- But if it’s you:
54. Got dat level block
- Handoff to artist with story / reference
- But if it’s you:
- Now deck the level with props right?!??!
55. Got dat level block
- Handoff to artist with story / reference
- But if it’s you:
- Now deck the level with props right?!??!
- No
56. Got dat level block
- Handoff to artist with story / reference
- But if it’s you:
- Now deck the level with props right?!??!
- No
- Please no
57. Got dat level block
- Handoff to artist with story / reference
- But if it’s you:
- Now deck the level with props right?!??!
- No
- Please no
58. Got dat level block
- Handoff to artist with story / reference
- But if it’s you:
- Now deck the level with props right?!??!
- No
- Please no
59. Got dat level block
- Handoff to artist with story / reference
- But if it’s you:
- Now deck the level with props right?!??!
- No
- Please no
68. Ref hunting - don’t feel shy
- Seriously, don’t worry about copying others
- All ideas come from somewhere
69. Ref hunting - don’t feel shy
- Seriously, don’t worry about copying others
- All ideas come from somewhere
- Combine ideas from many places
70. Ref hunting - don’t feel shy
- Seriously, don’t worry about copying others
- All ideas come from somewhere
- Combine ideas from many places
- Steal from one - copycatting
71. Ref hunting - don’t feel shy
- Seriously, don’t worry about copying others
- All ideas come from somewhere
- Combine ideas from many places
- Steal from one - copycatting
- Steal from many - inspiration!
72. Art blockout - Shapes!
- Start with rough asset shapes
- We see these first when looking at something
73. Art blockout - Shapes!
- Start with rough asset shapes
- We see these first when looking at something
- Focus on variety
74. Art blockout - Shapes!
- Start with rough asset shapes
- We see these first when looking at something
- Focus on variety
- In Unity
- Use basic shapes
- Combine them into prefabs
75. Art blockout - Shapes!
- Start with rough asset shapes
- We see these first when looking at something
- Focus on variety
- In Unity
- Use basic shapes
- Combine them into prefabs
- No 3D training needed!!!!!!!!!!!!!!!!!!!!!
98. COMPOSITION!!!
- Structure of an image
- So
- Freaking
- Important
- Centuries-old tricks
- Mainly used in painting/architecture
- Naturally work for films/games
116. Comp. - Contrast
- Make important things stand out
- Interactive vs. static
117. Comp. - Contrast
- Make important things stand out
- Interactive vs. static
- Ground vs. wall
118. Comp. - Contrast
- Make important things stand out
- Interactive vs. static
- Ground vs. wall
119. Comp. - Contrast
- Make important things stand out
- Interactive vs. static
- Ground vs. wall
- Edge Highlights
120. Comp. - Contrast
- Make important things stand out
- Interactive vs. static
- Ground vs. wall
- Edge Highlights
121. Comp. - Contrast
- Make important things stand out
- Interactive vs. static
- Ground vs. wall
- Edge Highlights
- Lighting
- From dark to light
- Light the waaaaay!
122. Comp. - Lighting for everything!!!
- Lighting for leading lines
147. Whewwwweweeweweww...
- Reference hunting
- Gameplay + art
- Level blockout
- Problems sooner, change easier, direction for artist
- Landmarks, variety, sightlines
- Art blockout
- Problems sooner, change easier, asset list, test
comp.
148. Whewwwweweeweweww...
- Reference hunting
- Gameplay + art
- Level blockout
- Problems sooner, change easier, direction for artist
- Landmarks, variety, sightlines
- Art blockout
- Problems sooner, change easier, asset list, test
comp.
- Build rough shapes, colors, lighting
149. Whewwwweweeweweww...
- Reference hunting
- Gameplay + art
- Level blockout
- Problems sooner, change easier, direction for artist
- Landmarks, variety, sightlines
- Art blockout
- Problems sooner, change easier, asset list, test
comp.
- Build rough shapes, colors, lighting
- Composition
- Tricks for guiding the player
150. Whewwwweweeweweww...
- Reference hunting
- Gameplay + art
- Level blockout
- Problems sooner, change easier, direction for artist
- Landmarks, variety, sightlines
- Art blockout
- Problems sooner, change easier, asset list, test
comp.
- Build rough shapes, colors, lighting
- Composition
- Tricks for guiding the player
151. Further Reading
- The Importance of Nothing: Using Negative Space
- Youtube GDC talk
152. Further Reading
- The Importance of Nothing: Using Negative Space
- Youtube GDC talk
- Everything I learned about level design I learned from
Disneyland
- Youtube GDC
153. Further Reading
- The Importance of Nothing: Using Negative Space
- Youtube GDC talk
- Everything I learned about level design I learned from
Disneyland
- Youtube GDC
- Game maker’s Toolkit: Why Nathan Drake doesn’t
need a compass
- Youtube
154. Further Reading
- The Importance of Nothing: Using Negative Space
- Youtube GDC talk
- Everything I learned about level design I learned from
Disneyland
- Youtube GDC
- Game maker’s Toolkit: Why Nathan Drake doesn’t
need a compass
- Youtube
- Interior Design and Environment Art: Mastering Space,
mastering place
155. 3D Crash Course
- 1-day 8-hour workshop, beginners/intermediates
- Full 3D pipeline, making realistic hylian shield
- Laptop loans
- June 3rd, $55 Early bird tickets, see meetup for details