COMMENTS AND CRITICISMS APPRECIATED!
REVENANTS - LEVEL DESIGN (START) by Christian Whelan |
REVENANTS - LEVEL DESIGN (4TH FLOOR) by Christian Whelan |
REVENANTS - LEVEL DESIGN (3RD FLOOR) by Christian Whelan |
REVENANTS - LEVEL DESIGN (2ND FLOOR) by Christian Whelan |
REVENANTS - LEVEL DESIGN (END) by Christian Whelan |
The hardest challenge I had to overcome when designing the level was perfecting the balancing act when it came to realism and game play I could have an extremely realistic level, with believability and atmosphere, but the real world doesn't facilitate game mechanics. Or, on the flip side I could have a level that entirely focuses around game play, but in doing so, sacrificing realism and immersion. Gears of War and Mirrors Edge are a great example of this balancing act.
Gears of War may have fantastical environment that are believable on the most parts, but the concrete blocks that act as cover are clearly unrealistic, but its ok, because player accept this in favour of the game play - it's an acceptable trade-off in favour of the players experience.
Mirrors Edge is a literal example of the two sides of the balancing act. On one end, the game has really interesting rooftop level design that is both realistic and facilitating. However, the DLC had no realistic architecture, only primitive shapes to facilitate the mechanics - it was both entertaining and interesting. Both were enjoyable.
So, Looking at the realism of Gears of War and Mirrors Edge (which shares the same USP as Revenants) I could design successful level (or so I think) which is both realistic whilst providing architecture that facilitates free-running. So when it came to designing the level, answers to questions like what can the player see? What should they feel? Where would they go? These answers were all key when designing the scale, the layout and even the artistic effects of the level. But most importantly especially in a horror game, all of these answers had to amount to an entertaining level that took the player on an emotional roller-coaster.
In my head, it plays well. But I guess we'll have to see what my tutors say,
NEXT POST: CHARACTER AND LEVEL (DESIGNS)
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