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Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

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Page 1: Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

Interactive Gameplay Design

Level Design

Mario MichaelidesLecture 12 (10am), Week 10 - 08/12/2005

Arena/ Level Design

Page 2: Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

Interactive Gameplay Design

Level Design

Mario MichaelidesLecture 12 (10am), Week 10 - 08/12/2005

What is an Arena/ Level?

Page 3: Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

Interactive Gameplay Design

Level Design

Mario MichaelidesLecture 12 (10am), Week 10 - 08/12/2005

Design Considerations

• Theme/ Style/ Atmosphere

• Context

• Narrative

• Textures

• Placement of interactive objects (weapons, items, objectives, NPC’s, Bad guys, money etc.

• Routes through a level (linear or non-linear?)

• Scenery (for atmosphere – creating an immersive experience etc.)

• Size - Is the level too big? Too small?

• Difficulty – Is the level too easy? Too hard?

• Is the level fun to play or is it a chore?

Page 4: Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

Interactive Gameplay Design

Level Design

Mario MichaelidesLecture 12 (10am), Week 10 - 08/12/2005

Context, Linear and Non-Linear

Super Mario Bros. (Nintendo 1985) Blackhawk (Interplay 1995) Cybernator (Konami 1993)

Medal of HonorFrontline(EA 2002)

Splinter Cell(Ubisoft 2003)

Page 5: Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

Interactive Gameplay Design

Level Design

Mario MichaelidesLecture 12 (10am), Week 10 - 08/12/2005

On-rails and Freedom

Time Crisis (Namco 1996) Grand Theft Auto San Andreas (Rockstar 2005)

Page 6: Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

Interactive Gameplay Design

Level Design

Mario MichaelidesLecture 12 (10am), Week 10 - 08/12/2005

Fun vs Realism

Pong (Atari 1972) Virtua Tennis (Sega 2002)

Goldeneye (Rare 1997) Rainbow Six (Red Storm 1998)

Page 7: Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

Interactive Gameplay Design

Level Design

Mario MichaelidesLecture 12 (10am), Week 10 - 08/12/2005

Restrictions

Die Hard Vendetta (Sierra 2002) Goldeneye (Rare 1997)

Page 8: Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

Interactive Gameplay Design

Level Design

Mario MichaelidesLecture 12 (10am), Week 10 - 08/12/2005

Good and Bad

Zelda: Ocarina of Time (Nintendo 1998) Ghosts and Goblins (Capcom 1986)

Page 9: Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

Interactive Gameplay Design

Level Design

Mario MichaelidesLecture 12 (10am), Week 10 - 08/12/2005

Getting Started

Start mapping!

Page 10: Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

Interactive Gameplay Design

Level Design

Mario MichaelidesLecture 12 (10am), Week 10 - 08/12/2005

Questions?

Page 11: Interactive Gameplay Design Level Design Mario Michaelides Lecture 12 (10am), Week 10 - 08/12/2005 Arena/ Level Design

Interactive Gameplay Design

Level Design

Mario MichaelidesLecture 12 (10am), Week 10 - 08/12/2005

Next Lecture

Sound and MusicChristian Cooper

Next Week at 10am