Se ha denunciado esta presentación.
Utilizamos tu perfil de LinkedIn y tus datos de actividad para personalizar los anuncios y mostrarte publicidad más relevante. Puedes cambiar tus preferencias de publicidad en cualquier momento.

Level Design Course Intro and Assingnts

475 visualizaciones

Publicado el

My level design intro course lecture: assignment description
Video at slide 16: https://youtu.be/w_x5wI3PNZA
Video at slide 25: https://youtu.be/OPIwVcOe3k0

Publicado en: Educación
  • Sé el primero en comentar

  • Sé el primero en recomendar esto

Level Design Course Intro and Assingnts

  1. 1. LEVEL DESIGN Spring 2019 Petri Lankoski
  2. 2. LEARNING GOALS • Describe what level-design is • Summarize theories and methods of level design • Apply theories and methods of level design in practical design work • Design and develop levels using the core mechanics and overall vision of the game
  3. 3. WHAT • A level (a scene) to a bigger game (group) • Opposition (written, oral) to another group’s level (group, as PDF), deadline 2019/05/03 • Report (individually, as PDF), deadline 2019/05/03 • Literature review (deadline for the 1st draft: 2019/04/05) • Development diary • Post mortem • NOTE: all should return their written opposition along their report • Levels (and their versions) via perforce • Report and written opposition via islearning as PDF
  4. 4. QUESTIONS ABOUT COURSE Use Q&A forum to ask questions and clarification Email ok if your question is personal
  5. 5. ROLES • Lead team • Provide overall design • How levels (scenes) comes together • Provides guidelines what a level should do and contain • Work to ensure that levels match to overall design • Playtest levels during the development • Check that level contains aspects that they should and not deviate from the design • Level team • Each team (one designer, one graphic) builds a level (a scene) • Handle testing their own level • Participate testing the whole game
  6. 6. • You are building a game together • Cooperation is essential to create something • That works technically as whole • Have coherent look-and-feel • That levels/scenes makes sense when they are put together • You are level designers • You are not game designers during this project • You get the game design you are supposed to use in you level design • You get back story that you are supposed to use • This is your change to work in a bigger production during this education
  7. 7. COURSE TIMELINE Week What Week 1 Lectures, Literature review Lead team starts with preproduction (lead team starts dev diary) Week 2-4 Concept workshop, preproduction sprint, production sprints, quality sprints One day for preparing oral opposition During these week you keep development diary Week 5 Writing the repost
  8. 8. PROJECT TIMELINE IN DETAIL When What What should come out Week 2, day 1 and 2 Preproduction sprint Concept art, spatial studies, level design sketch Week 2-3 Production sprints Tested playable after each sprint Scenes must be connected before the end of 12/3 The levels should not have null reference exceptions or other critical issues at the end of a sprint Week 4 Quality sprint Tested, complete game that can be completed.
  9. 9. REPRODUCTION PRINT • Concept art and level sketches should be • Visible in MC523 • Uploaded to Plans and Concept Art folder on islearning
  10. 10. LITERATURE REVIEW MUST COVER • Landmarks, paths, nodes, edges, districts, critical path • Narrow, intimate space, arrivals, labyrinth, maze, rhizome, • Prospect, refugees, anticipation • Rewards (especially vistas & narrative stages) • Expressive design, narrative space & environmental art storytelling • Level flow, variety, intensity ramping, training • Role of research in level design • Gameplay diagram, spatial studies • Lights: visibility & emphasis, mood, composition, plausibility, reinforcement, revelation of form, punctuation, story • Plus three other aspects that you think is relevant your design work
  11. 11. DEVELOPMENT DIARY • Kept during project time • No need to writing during the 1st week unless you are in lead team • No need to write during 5th week • What • Date • Hours worked • Tasks I worked on • Reflections Example • Date: 2014/10/23 • Hours worked: 4 hours • Tasks I worked on: • Environment design & modeling • Reflections: • We wanted to create a sense of big space and making a player feeling him/herself small. We used high angle (cf Piaskiewicz, 2014) for that effect by placing a very high mountain in the middle of the level. The main color of level is gray stone and green. To focus players attention to landmarks, red is used in landmarks to contrast the landmarks from the rest of the environment (cf. Piaskiewicz, 2014).
  12. 12. POST MORTEM • Introduction • Explain your level (goals for level and short description about level) and development process in introduction. • What went right (five rights) • What and why • What went wrong (five wrongs) • What and why • Conclusions • Explain here what are the most important things you learned from what went right and what went wrong in terms of learning goals of the course. Includeconceptart, floorplans,etc.
  13. 13. REDOVISNING Written (in groups) • Introduction • Given an overview of the level(s) • What works • What and why • What could be improved • What and why • Conclusions • Summarise your evaluation • References Oral • Present the level(s) • Use images • Give your feedback • What works • What could be improved • Summarize Use literature in your evaluations when possible!
  14. 14. THE GAME
  15. 15. GAME BRIEF • The PC (a cyborg), a spy, is trapped in a cell in a research space station conducting illegal human experiments. She has been there a long while after the crew vanished. The PC started hibernation to keep oneself alive. When the cell door starts to malfunction, her system woke her up. After wandering around in the space station she finds dead crew members and monsters (who are crew members turned to monsters). The monsters try to kill the PC if they spot her. She can only sneak and try to avoid the monsters and find her way across the station to an escape shuttle. While she is exploring the station, she collects data that might be valuable. She does not find out why some crew turned to monsters for certainty.
  16. 16. THE BEGINNING https://youtu.be/w_x5wI3PNZA
  17. 17. YOUR LEVELSIn between given Start and the End
  18. 18. THE END
  19. 19. LEVELS • Must connect the beginning and end scenes • Build horror feeling • Tell the (backstory) story using • Architecture • Assets • HUD messages • Video / voice recordings • No • cut-scenes • Long texts, forcing the player to listen or watching • Stealth & monsters • Not in every level • Some levels must focus on storytelling • Multi-level & single level puzzles • Using given core assets & mechanics • Not in every level
  20. 20. GAME MUST CONTAIN Access Controls Stations & Locked doors Security System is down at the start and Access Control Stations do no work at the beginning Research Data at least worth of $XXX
  21. 21. WALK THROUGH CORE GAME https://youtu.be/OPIwVcOe3k0
  22. 22. • Each level • Short critical path: max one minute! • Backtracking ok • Design it to be interesting • Research data • Are part of critical path • Use to add challenging paths for completionists • Not part of critical path • Can require substantial amount of backtracking • Also between levels
  23. 23. CONTROLS Mouse Look at ASDW / Cursor keys Move Space Jump x / fire1 Interact C Crouch i / right shift Scan o / fire2 Stealth
  24. 24. HORROR • Horror is about • Fear that something will happening • Monsters • Disgust, fear of contamination • Action and horror work against each other
  25. 25. STEALTH • Requires • Guards • Hiding places • Requires information • Patrol routes • Places to hide • Conflict between Stealth and horror • Claustrophobic spaces vs spaces set-up for stealth
  26. 26. OBLIGATORY STORYTELLING Evocative Spaces Storytelling with Modular Assets Some levels/scenes should have solely storytelling focus
  27. 27. HINT: USE AREAS • Organize your levels to areas • Living quarters • Laboratory • … • Multiple levels/scenes belongs to an area
  28. 28. RULES These are important to follow
  29. 29. UNITY VERSION 2018.3.7 There can be only one
  30. 30. DEV RULES Do not use öäåÄÖÅéÉ in file names!
  31. 31. FILE RULES • All your files must be named as • grXsomething X is your group number, something is descriptive name of the asset (use English for that) • E.g., gr1scene • C# files must follow the naming rule! • All your assets should go to folder names • grX X is your group number • Only edit your own files on the project side • On Scene view you can edit other group stuff if you use some • Do not edit materials
  32. 32. 3D MODELS • Create your models to the same scale than the assets in GameCore and CoreLevelAssets uses • Monster, Corridor_2 are good reference models • Import reference to Maya • Textures for the models should have size of 2nx2m • E.g., 1x1, 2x2, 4x4, , 16x32, 256x16, 512x256, 1024x1024 • Max 1024x1024 • Use texture atlases and the same material for multiple objects • When object is intended to be static • When texture atlas is shared between multiple objects you can use larger texture • Export models as FBX!
  33. 33. DEV RULES Use prefabs • No models to scenes, but prefabs • Create prefabs • Collider(s) • Material(s) • Script(s) • Tags • Corridors, rooms must have LevelBlock tag • Mark as static if static Project view • Only change or checkout your own stuff • Copy and move if asset needs editing • OK to change in Hierarchy / scene view • Do not change materials that you do not own
  34. 34. DEV RULES • Your project must be in perforce • At least once a day • Submit • More often recommended • In case you need to fall back to previous version • More time between submits, more work you loose if your project breaks • Newer submit something you have not tested! • At least each morning • Get latest updates
  35. 35. GAME OBJECT INSPECTOR SCALE •Do not use except with • Unity primitives • You need dynamical scaling •Maya models should be scales using Scale Factor
  36. 36. CORE GAMEHow-To
  37. 37. CORE GAME / NEW SCENE A new scene must be created using CoreGame menu
  38. 38. CREATE NEW SCENE Field What to fill Scene Name Leave empty. Give the name when saving the scene Floor Info used elevators Area Name Skybox DSGWP (windows to space) StarSkybox (no windows)
  39. 39. CORE GAME / SAVES • Game makes autosaves when moving between scenes • Saves menu allows • Saving the game when ever • Persistent objects states are saved • PC starts from last entry position • Also when testing game in editor with play button • Deleting the save data
  40. 40. CORE GAME / ADD Add CoreGame game objects using only the CoreGame menu
  41. 41. STATION – SMALL/LARGE CORRIDOR 1X1 ROOM • Dialog for configuring the corridor / room • Instantiates to location of selected object / prefab position • Select the last corridor piece to get the new one in a good default position • Move with CoreGame Auto Snap on • Possible to edit afterwards • Delete non-prefab pieces • Copy prefab pieces and active
  42. 42. CORE GAME / AUTO SNAP • Toggles auto snap • Use when placing rooms and corridors
  43. 43. ACCESS CONTROL STATION Add • Select a room + Add • Adds Access Control Station and create an unique access code • Hack difficulty • Bigger the number, longer time it takes to get the code Access Control Stations • Copy • Copies the security code of Access Control Station • Paste • To a lock panel
  44. 44. LOCK PANEL • Select a Room or Corridor that has a Door (ForceField, *Door*) + Add • On LockPanel dialog • Select Door from pop-up • Click set-up • A door can have multiple lock panels • One is master storing the game state and communicating other locks • Master lock set-up also if door is locked with security code • Copy the code from a AccessControlStation and Paste • You can add/change security code later
  45. 45. MONSTER • Select a room + Add • Monster patrols around • Waypoints describes patrol route • Max five different routes can be defined (for five different agents) • Attack with cooldown • Aggressive off halts the monster while cooldown state • MonsterWake can be used to wake up monsters when Player object hits the trigger
  46. 46. MONSTER PERCEPTION
  47. 47. WAYPOINT • Select Monster / Robot / Waypoint • Add /^G • Connects waypoint to the selected monster/ waypoint • Note: reverse order • Circular route • Connect last first to last • Agents wayfind to the waypoint • No need to point how to bypass corners • Multiple next • One randomly selected
  48. 48. HIDE AREA • Select LevelBlock – Add • This is just trigger so you need to accompany this with something • E.g. bushes • When the agent is inside the area, monsters do not see the object • Unless in near range
  49. 49. MESSAGETRIGGER • Select LevelBlock – Add • Fill in details • Message to displayed. Needs to be short to be displayed fully • MainHUDMessage • left hand side on the hud area • If not checked, message will display at the center and vanishes in 5s • OneTime • MainHUD is always one time
  50. 50. ROBOT • Select LevelBlock – Add • Follows paths defined by Waypoints • Can be combined with RobotControlTerminal to sent robot to specific places on the scene
  51. 51. ROBOT CONTROL TERMINAL • Select LevelBlock – Add • Link robot • Link waypoints • Write info for each button (target info 0 relates to target 0) • After adding • Edit the terminal so that buttons make sense • Add map etc to help understand where the robot will go
  52. 52. FIRST AID STATION / ENERGY SOURCE PANEL First aid station • Select a room/corridor Add • Define how much health can be regained • Move where you want it Energy source panel • Select a room/corridor Add • Define how much power can be regained • Move where you want it • Must be below floor, above ceiling etc.
  53. 53. RESEARCH DATA • Select a room + Add • Data value • Value of data • Data amount • Defines how much time it takes to get data • Hud info • Short message that can be used in storytelling
  54. 54. SPORES AREA Spores area Hazmat suit storage
  55. 55. OTHER • Mine adds mine under selected object • Mine kills Player Object • Monsters and robots explodes the mine, but does not damage those • Security Camera • adds camera connected to a renderer texture • Props • Toilet group • Bed • Bunk Bed • Lock Panel Multiple • Can be connected to multiple doors
  56. 56. PREFAB TOOL • For creating scene transition pieces • Elevator • LevelToLevelDoor • Creates prefab and instantiates it to the scene • Prefab is places to ScenetoScenePrefabs • Drag and drop the piece to the other scene(s)
  57. 57. CORE EXTRAS • Contains various prefabs • Furniture • Plants • Art • These can be drag-and-dropped to scene
  58. 58. CORE GAME / REPORT • Some tools to get an overview of CoreGame game objects and their settings • Can also warn some misconfiguration situations • You must fix the errors given before submitting to version control system
  59. 59. REMEMBER • Baking • Navmesh • Lights • Occlusion culling • Disable auto generate lightmaps • Check • Lights • Reflection probes • Light probes • New corridor or room pieces should have • Tag: LevelBlock • Static selected • If you have dynamic parts, you need to handle those separately • Default • Reflection probes • Light probes

×