Saturday, 28 January 2017

Level Design for Computer Games - Basic Blockout Summary, Analysis & Next Steps

To summarise at what is effectively the half way point of this project, in strictly terms of level design, I feel I have improved on the levels I have designed in previous projects. I have been able to competently get a grasp on the narrative elements that need to be on display throughout the games design process and implement some early work there also.

I am still a way off in terms of the completion state, but I am relatively happy with where I currently stand, I have been able to take my knowledge, expand on it and implement features to not only provide the user with some basic visual elements of narrative context, but some elements effectively force the user to engage with the narrative.
Narrative is going to play a large role going forward through this project and I will need to research more to gain a wider knowledge on multiple narrative types and implement these successfully into the level.

As well as the narrative, I will be taking the points raised in the peer feedback I received and, implementing them as and where appropriate where I have not already made slight changes. This will come as I also work on the more core functional aspects and necessary visuals of my level design.

My next steps for this project as it stands are -

- Modpack bar/saloon.
- Modpack high class district house.
- Modpack Sheriff's quarters.
- Further research Narrative elements of games design.
- Full texturing including Diffuse, Normal, Specular maps etc.

Further steps -

- Potential sound effects (Necessary regarding some of my narrative aspects).
- Further ambient lighting if/where necessary.

No comments:

Post a Comment