Level design is a mix of art, technical and design
Layout:
- Scale
- Visual Cues
= Landmarks
= Breadcrumbs
= 180 rule (3D) / leap of faith (2D)
- Boundaries
- Sections
= Each has landmarks and boundaries
= Mood
= How do the borders support encapsulation
- Navigation
= open
= directed
= weird
Line of Sight effects:
- Navigation: where to go
- Objectives
- Technical limitation
= scope limitations: work around to satisfy persistent-over-scope
Line of Sight extension:
- Mini-maps: show the surrounding world
- Mirror: show the back view
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