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Showing results for tags 'themes'.
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2020 marks the fourth October of Blocktober. During Blocktober, level designers across the world flock to Twitter to share their level blockouts with the tag #Blocktober. Launched in 2017 by Michael Barclay, Blocktober is the Level Design equivalent of Inktober. Michael wrote a summary of the first Blocktober, appropriately titled 'Blogtober' on his website, and you can read that HERE. Now that you know more about Blocktober (or...know the same amount if you already knew about it...), let's get to the point of this here article. WE WANT TO SEE YOUR BLOCKOUTS!
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I’ve been constantly updating and tweaking this “bible” for years. Some of it is informed from previous games I worked on, talks, articles but mostly just experience building levels. I’m constantly learning about the world of level design, and what is detailed below may one day be outdated, irrelevant or otherwise but, for now, consider this a small compendium of terminology we use day-to-day in level design and game development. Themes Themes help define a level and give it an identity within the context of the game. A level should be comprised of a dominant theme which drives
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In this article, Toby Gard introduces the fundamentals behind the design of story-driven levels. While consideration of the gameplay is axiomatic to any successful level design, the inclusion of story elements - characters, objects, pacing, emotional tone, and narrative theme, to name a few - adds a whole new dimension to the process, specifically in the form of cross-team collaboration. Artists, composers, writers, coders, designers all have a hand in the design process, a little bit like the making of a film. Of course, anyone who has worked collaboratively knows that this type of situat
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- game pillars
- experiential set pieces
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- game pillars
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- toby gard
- tomb raider
- lara croft
- action
- adventure
- story elements
- characters
- objects
- pacing
- emotional tone
- narrative theme
- delegation
- level flow
- level flow diagram
- motivation
- emotional theme
- experiential theme
- preproduction
- brainstorm
- set pieces
- pillars
- fiction
- level flow elements
- beats
- beat sheet
- level stimulus
- player response
- locks
- keys
- themes
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Who is Hardy?Hardy LeBel has been in the game industry for over 20 years, with stints working as the lead designer of ONI and Halo, and as Design Director of Microsoft Game Studios. He's the founder of The Video Game Career Academy. Series IntroIn this Youtube series, Hardy helps us Learn Level Design. The series is broken into 5 parts as follows: What is Level Design? Intention Invention Iteration Intro to Unit 2 Level Themes Level Concepts Integrating Game Mechanics Gameplay Building Blocks Physical Construction
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- mechanics
- game mechanics
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