Level designintro
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The course intro for level design course with an introduction to some surrealist methods and development project aiming to use those those techniques. This is part of an experiment in design......

The course intro for level design course with an introduction to some surrealist methods and development project aiming to use those those techniques. This is part of an experiment in design teaching to extend student design understanding outside of tradition methods.

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  • Unity project explained…Version control

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  • 1. Petri Lankoski Level Design Sprint 2014
  • 2. Petri Lankoski 2 Course Info
  • 3. Petri Lankoski 3 Learning goals  Create levels for a game using a specific game system design  Apply theories and research in level design work  Describe and Analyze level designs  Document and reflect own work
  • 4. Petri Lankoski 4 Pedagogy  Problem-based / project-based learning  Problem-driven (in contrast to lecture-driven)  Project is the problem, a tool for learning  Set-up  Intro + seminars  Focus on concepts and theories  Project  Focus on applying theories and concepts in development work  Reflection  Focus on documenting, reflecting, analyzing
  • 5. Petri Lankoski 5 Portfolio  Game level  Development diary  Two work samples accompanied with an explanation how the sample exemplifies your learning  Critique to the levels of another group  Artist of the group writes one critique  Designers of the group writes one critique
  • 6. Petri Lankoski 6 Grading Criteria G  Portfolio shows that the student is able describe and justify their design choices  Portfolio shows that the student can apply theories/methods from reference literature in design and practical development work.  Attended all the seminars and project work VG  Fulfil the criteria for G  The portfolio shows that the student is able to critically reflect their and others designs.  Portfolio shows that the student has a good command on the reference literature.  You have kept all deadlines
  • 7. Petri Lankoski 7 Reading List for Thu (10/4)  All:  Rouse, Game Design: Theory & Practice (2nd ed), Chapter 23: Level Design (pp. 449–474)  http://en.wikipedia.org/wiki/Surrealist_techniq ues  Artist  Salzberg & Kupferman: Stage Light Primer: sections Principles of Composition, Functions Of Stage Lighting, Qualities of Light (http://www.stagelightingprimer.com/)  Solarski, Aesthetics of game art and design, http://www.gamasutra.com/view/feature/1856 76/  Hayward, Videogame aesthetics, http://www.gamasutra.com/view/feature/1308 40/videogame_aesthetics_the_future.php  Designers  Licht: An Architect’s Perspective On Level Design Pre-Production (http://www.gamasutra.com/view/feature/2848/an _architects_perspective_on_.php)  Stout: Learning from the Masters. http://www.gamasutra.com/view/feature/134949/l earning_from_the_masters_level_.php  Galuzin: Horror/Survival Level Design. http://www.worldofleveldesign.com/categories/le vel_design_tutorials/horror-fear-level- design/part1-survival-horror-level-design- cliches.php
  • 8. Petri Lankoski 8 Game  One game  Theme: Surrealism  Palette: complement colors  Core mechanics: exploration, puzzle  You get Unity project that include (via version control)  Start screen with full functionality  An into scene  Fully functional,  Except, some features depending on your level design in other scenes  A set of prefabs that provides the core functionality  “Published” as a freeware after the course
  • 9. Petri Lankoski 9 Development Diary  The same thing as in Designprocesser för spel  Remember to  To describe what you did  Describe the problems you face and how you solved the problem  Explain how you used the course literature in your work  An entry per day, a longer entry once a week
  • 10. Petri Lankoski 10 Work samples  A sample  Level design schema, concept art, assets, postmortem, etc.  Written report (around a page)  What did you do?  How did you do this?  Why did you do this ?  How this sample demonstrates your learning?  Keep in mind the learning goals of the course!  Telling that you have learned to normal map or using Unity profiler, etc. won’t help to demonstrate your learning
  • 11. Petri Lankoski 11 Groups for Project  Level Design Group (5 or 6 groups):  Two levels (he second levels is a copy of the other with some small changes)  End Level Design Group  Two versions with some differences  Progression Design Group: design overall structure & set-up intro level portals  Requires co-operating with all groups  Scrum Master Group  No scrum masters in the other groups  ME: lead designer / product owner
  • 12. Petri Lankoski 12 Sprints  Sprint 1 (11/4 & 14/4)  Concept  Concept art, maps, prototypes, etc. -> User Stories (1).  Sprint 2 (15/4-17/4):  Dev sprint  Sprint 3 (22/4-23/4):  Dev sprint  Sprint 4 (24/4-25/4):  Quality sprint (testing & iteration) (1) Keith, Agile Game Development with Scrum. Addison Wesley, 2010, pp. 85-124
  • 13. Petri Lankoski 13 Game Messanger
  • 14. Petri Lankoski 14 Theme  Surrealism  Illogical, visually realistic  Let your unconsciousness guide  E.g.: Max Ernst, André Breton, Salvador Dali, Federico García Lorca, René Magritte  Match to my style in the screen and intro scene  “SURREALISM, n. Psychic automatism in its pure state, by which one proposes to express - - verbally, by means of the written word, or in any other manner -- the actual functioning of thought. Dictated by the thought, in the absence of any control exercised by reason, exempt from any aesthetic or moral concern.“ (Breton, 1924.)
  • 15. Petri Lankoski 15 Approach  Disorienting  Pseudo-randomized progression structure  Portals  Power-ups  Some levels looking almost the same, but are not  Spatial puzzle  Next: concept art and level design examples  Level designs are very sketchy!  Missing details!
  • 16. Petri Lankoski 16 Style
  • 17. Petri Lankoski 17 Style…
  • 18. Petri Lankoski 18 Style…
  • 19. Petri Lankoski 19 Style…
  • 20. Petri Lankoski 20 Style…
  • 21. Petri Lankoski 21 Style…
  • 22. Petri Lankoski 22 Style…
  • 23. Petri Lankoski 23 Style…
  • 24. Petri Lankoski 24 Style…
  • 25. Petri Lankoski 25 Style…
  • 26. Petri Lankoski 26 Example: Portals PORTAL-SET LEV EL ONE TWO THREE Intro VA(1),VA(4) VB(2),IA(5) VA(4),IB(6) IA VA(8), … … … IB … … … VA IA(7), … … … VB … … … Level Name Portal end
  • 27. Petri Lankoski 27 Example: power-ups POWER-UP SET LEV ELS ONE TWO THREE VA … … … VB … … … IA WHITE … … IB … … …
  • 28. Petri Lankoski 28 Example intro Portal entrance Killer Zone Portal exit Power-up 1 2 3 4 5 6 Player start Portal Set ONE Portal Set TWO Portal Set THREE
  • 29. Petri Lankoski 29 Level examples: VA Portal entrance Killer Zone Portal exit Power-up 1 4 7 8
  • 30. Petri Lankoski 30 Level examples: IA Portal entrance Killer Zone Portal exit Power-up 5 7 8
  • 31. Petri Lankoski 31 Level examples: VB Portal entrance Killer Zone Portal exit Power-up 0 0
  • 32. Petri Lankoski 32 Level examples: IB Portal entrance Killer Zone Portal exit Power-up 4
  • 33. Petri Lankoski 33 Different game variations POWER-UP SET PO RTA L SET ONE TWO THREE ONE Alternative 1 Alternative 2 Alternative 3 TWO Alternative 4 Alternative 5 Alternative 6 THREE Alternative 7 Alternative 8 Alternative 9
  • 34. Petri Lankoski 34 Surrealist techniques What & Why  Use surrealist techiques in  When modeling & animating  Putting a level together  The main point is restrict the conscious control in the process Examples  Collage: Cut-and-paste from different images, models, animations; combine without reason guiding  Bulleting: Shoot ink to paper; draw based on what is seen (useful in drawing concept art)  Excusive Corpse: words & images are collegially arranged; first write/draw and hides the most, next continues the writing drawing and hides most, etc.
  • 35. Petri Lankoski 35 Unity Project Technical Overview and Project Customs
  • 36. Petri Lankoski 36 Technical overview  Unity version 4.3.3  We cannot put things together if other versions are used  The master version of the group’s work on Unity Pro (on school machines)  Version control activated  Edit->Project Settings->Editor  Version control mode: Asset Sever  Window->Version Control (Ctrl-0)  Server setting as groups passwords in handouts
  • 37. Petri Lankoski 37 Working with Version Control 1. Get changes from the server  Select all & XXX  Required at sprint start! 2. Do your updates 3. Test  Do not commit untested changes! 4. Local Changes  Select all & commit all your changes  Required at the end of sprint 5. Goto 1
  • 38. Petri Lankoski 38 Setting Up a Level  Remove camera from the scene  Add MainManager prefab  Prefabs/MainManager/MainManager  Add PlayerStart  Prefabs/Player/PlayerStart  No need to add PlayerPrefab directly to a level!
  • 39. Petri Lankoski 39 Portal  Prefabs/Portal  PortalEntrance  Values need to be set (after adding to a scene)  PortalSet: select from pop-up  Portal end:  level name: the level where portal leads to  Portal name: the portal exit where the player object is transferred to  PortalExit  Rename object after adding it to a scene  Name needs to be unique
  • 40. Petri Lankoski 40 Portal & Power-up set  New game will randomize  Portal Set  Power-up Set  A portal is active if its set match to the active portal set  Power-up is active if its set match to the active power-up set Debug GUI
  • 41. Petri Lankoski 41 Power-ups & KillerZones Power-up  Prefabs/PoweUp  Six different types of power-ups  Each enables to pass a specific type of KillerZone  Edit Power Up Set after adding power-up Killer zone  Prefabs/KillerZone  Six different types of Killer zones  Distinguishable by the smoke color
  • 42. Petri Lankoski 42 Other Prefabs  Following eye  An eye ball looking towards player object  MainMenu  Used in MainManu level  Intro Boss  Used in intro scene. Fixed behavior: on level start, freezes player, plays dialogue (can be edited on Inspector), frees player and follows Waypoints
  • 43. Petri Lankoski 43 Project Organization  AssetPark  Add your assets here  Use directories to keep order  Prefabs  Everything that goes to a scene that needs some kind of set-up should be made as prefab  Prefabs are added in Prefabs folder in their own directories  Prefab XXX should be in Prefabs/PrefabA  Prefabs/PrefabA/Scripts  Prefabs/PrefabA/Materials
  • 44. Petri Lankoski 44 Hierarchy Organization  Use empty objects for grouping things  Always rename objects when you have more than one  Eg.:  Waypoint -> Waypoint1  Waypoint -> Waypoint2  …  See example in intro level