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Level Design and Social Aspect

Level Design and Social Aspect. Agung Toto Wibowo http://gameprogramming.blog.ittelkom.ac.id/blog/ Feil , John and Scattergood, Marc, "Beginning Game Level Design", Thomson Course Technology, Boston, 2005. Basic Knowledge. Fun

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Level Design and Social Aspect

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  1. Level Design and Social Aspect Agung Toto Wibowo http://gameprogramming.blog.ittelkom.ac.id/blog/ Feil, John and Scattergood, Marc, "Beginning Game Level Design", Thomson Course Technology, Boston, 2005

  2. Basic Knowledge • Fun • Games are supposed to be fun. There is no magical “fun” formula that guarantees success time after time. • Know Your Audience • you have to find them. Internet, majalah, tanyalangsung, chatboard, etc. • Know Your Genre • Ekspektasiapa yang diinginkanpemain. E.gasdw key. • Empowering the Player • Creative power : bring something into existence that wasn’t there previously, usually by combining separate, already existing objects or concepts. Sim City • Destructive power is the ability to uncreate or radically alter the state of something until it no longer resembles its original form. Shooter game • Manipulative power allows you to control other things. (control falling block, Lara move on Tomb Rider)

  3. Challenges • Central hub to gameplay. • Time Challenge • a certain amount of time to complete a task. • Endurance Challenge • Sort of the opposite of a timed challenge. • Memory/knowlegde Challenge • requires the player to know certain facts in order to win • Logic Challenge • requires the player to figure out a puzzle without having the answer beforehand. • Resource Control Challenge • use that resource to overcome an objective before it runs out.

  4. PrinsipDasar • Ketahui genre anda • Semakintinggi level  tantangansemakinsulit • Level berbeda perbedaanteknik /polapermainan • Next level  haruslahlebihmenarikdari level sebelumnya.

  5. Komponen Level • Action • Exploration • Story Telling • Puzzle Solving • Aesthetics

  6. Tahap Level Design • Tentukan layout arena • perbedaanposisipemain (terrain), posisibangunan, celah yang dapatatautidakdapatdilewati, dll • Kondisi arena menentukanpolapergerakanpemain / lawan • Menciptakantempat-tempatspesial • Remember pacman • Tentukanposisientitaspermainan • posisipemain, posisilawan, posisi item, posisi save point, dll

  7. Tahap Level Design • Membangunprosestransisiantar level • Menentukanlokasi start dan exit player • tidakmerugikan / menguntungkan player (CS, WC) • Tambahkan detail arena, animasi, sound, pencahayaan, dan music. • Informasi lain • Beda Genre, bisabedatahap

  8. Hal Lain yang Diperhatikan • Hidden Mission  menggelitikpemainmengeksplorekeseluruhan game • Bisadigunakanpadapengenalankarakter.

  9. Level Design • Planning & Sketching • Getting the idea. • sketch gameplay or parts of the level before building them in the editor • Blocking out • to see if what you planned on a paper looks good in 3D and to check the scale before adding textures and details. • Naming, • Building and adding details to the level Sumber : http://www.gamedesign.net/node/1124

  10. Level Design - Sketching

  11. Level Design - Blocking out

  12. Level Design – Building, adding details • Tutorial lain bisadidapatkandi http://www.gamedesign.net/

  13. Social Aspect

  14. Social Aspect • Culture, Gender • Kecenderunganmemainkankarakter yang miripdiri • Kekerasan, SARA

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