Week 4: Worldbuilding

This week we learned about Level Design and World Building. Level Design, in short. is the creation of spaces, missions, levels and scenarios. It is obviously one of the most important aspect of game design as it's structuring the game flow, it represents the player's journey and progression, a guideline for narrative arc.
Level design is about using the enviroment and convey visual messages to the players. We have to show the players what can be done, which object is interactable, where is the path way using visual elements like shapes, lights, proportion...It can also be used to communicate narrative, for games like "Little nightmare" or "Out of sight", the fact that all the objects are so much bigger than the main character can subtly tells us that we have to face enourmous creatures and we are extremely vulnerable inside the game world.
A large arena can signal an upcoming boss battle.
Level design plays a crucial part in my game as my game is mechanic-heavy and it needs levels and missions to really bring those mechanics to life. 
On Thursday, we had a technical session with Ross and he showed us how to quickly greyboxing a map layout using ProBuilder tool in Unity. I managed to build a map prototype for Ross' FPS game and we had a chance tested it along with my peers maps. I find ProBuilder extremely useful, it allows me to quickly create a map layout, to have a sense of what the layout might look like before go into any detail and it can also be easily transfer to blender if need be. It would be an useful tool when I need to create a prototype level for my game.

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