About Reaching Perfection
Reaching Perfection consists of a series of short articles on Level Design, written by Ray Benefield over the course of several years. The articles were originally published on his website (www.reachingperfection.com), and are republished here on Next Level Design with permission from the author. The subject matter is wide ranging, covering everything from Threat Zones, to Peer Review, to Cohesion, and many, many other aspects of level design.
- These articles are a snapshot of the authors viewpoint at the time they were written, and should not be interpreted as 'truth' - take them as food for thought, and an impetus for discussion on the various topics.)
- The website these articles were published on was focused exclusively on the Forge mode within Halo 3 and Halo: Reach, so there will be many references to Forge and these games.
Missed Chapter 21?
Read it here: Incentive Weighting
Have you ever taken a picture of yourself or family and friends centered in the picture? Have you noticed that the picture just doesn’t feel right and doesn’t feel pleasing? Have you ever placed an object directly in front of someone for it just to go unnoticed? That’s because a person’s focus is typically not on the center of their current perspective. Learning to place objects at a player’s focus point is key to ensuring that they notice what you are trying to show them.
Rule of thumb
Remember when we talked about how perspectives are like pictures or photographs? Well applying common techniques used in art and photography can be used to truly help enhance a player’s experience on your map. Photography is all about object placement, depth, scene composition, as well as various other techniques. I’m not an expert so don’t judge me when I talk about their techniques. However I do know that one common rule of thumb that photographers use is known as the “rule of thirds”. The rule of thirds states that if you divide a picture,photograph, screenshot, or whatever into thirds both vertically and horizontally, the perspectives main points of focus lie at the intersections.
Not the center
So taking the basic definition of the rule of thirds we can take any good screenshot and divide it with two lines going vertically in thirds and two lines going horizontally in thirds and find the main focus points of the screenshot. What you end up getting is a little square in the center with its corners being used as focus points. This is why you see many pictures and self portraits with the subject slightly to the right or left and not directly in the center of the picture. If a painting is being drawn with the sun as a main focus it is normally placed at one of the top two corners of that center square. This rule is one of the simplest rules of photography and will help assist you in your quest towards becoming a great map designer.
So now you’ve got the gist of the rule of thirds so let’s take some time to re-tie it back in with level design. You should be very well versed in the definition of a perspective. Let’s run through a scenario to help you get a bit more acquainted to working with the rule of thirds. Imagine setting up a spawn perspective for your map. You want a player to first spawn and pickup the sniper rifle that is in front of them. First of all you want to place the spawn facing towards the general direction of the sniper rifle. Second, you want to set the sniper rifle a good distance away from a player in order to follow the smooth spawning concept. Now keep in mind the spawning default eye level of the player. Tweak the spawn perspective so that the sniper rifle is placed near one of the four points of interest. Apply whatever eye catching techniques you would like and viola you have encouraged your player to take the role of the sniper. Well done. This technique doesn’t just have to be used on spawns. It can be used for when a player first walks through a doorway. Take the time to imagine the general direction that the player is facing and setup your objects based on the rule of thirds in order to maximize their attention. Make your map fun to play by making what they need to have fun easier to find. Don’t you hide that good ol’ rifle.
Read Chapter 23: Static Perspectives
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