Wednesday, July 28, 2010

homework week3

another 3 questions/development on ideas for game level and characters, will work on this during the weekend.




1. Using some of the techniques discussed in this chapter, begin developing a concept for
an original game idea. Discuss the central theme of your idea, and the methods you used
to bring your idea into existence.
2. Create a backstory, environment, and three character descriptions associated with your
original game idea. How are these elements integrated and linked through a central
theme?
3. Document your concept with reference material and original sketches. How did you
capture your reference images? Create thumbnails and silhouettes. Compile these images
into an art “bible” to help guide your vision.

Friday, July 23, 2010

First *Assignment*

We were giving a small assignment, well homework really where we had to answer 3 questions.

1. Imagine that you are a level designer working in the 1980s. Knowing the
limitations associated with this era, what type of game would you develop?


A:Due to the lack of technology as advanced as todays,i would go for an arcade style game like pac-man/space invaders but i would try to create something priginal and out of the box of standards that both games listed set. Maybe a mash up of the two like Pac invaders or something along thse lines.

2. Play three games—one from the 1980s, one from the 1990s, and one
released after 2004. Compare and contrast how levels and environments are
designed in all three games.


A:The three game i have chosen are Pac-man( 1980s),Sonic the hedgehog(1990s) and World of Warcraft (2004)
comparing these three you can immediatly see how over time environments of a game have evolved as well as how levels are seen. In Pac-man the environment was the square maze filled with pellets and some ghosts, this being a simple design is basic but enjoyable as you work your way around the maze eating pellets and avoiding the ghosts with the -levels- being shown as the maze becomes harder to navigate and ghosts become deadlier.
As for sonic with the increase of power from technology a new essence was added to game, moving left and right across the scene with changing environments.Levels were represented with how the environment looked as well as how you could interact with them such as you could swim in sections that were filled with water and so on.
With the release of world of warcraft a new set of standards was made as far as environments go in my opinion, with such detail going into the landscape as well as changes in terrain in the game wow gave a greater look into how a games environment can be not only beutiful but ingaging at the same time. As far as how leveling is represented as a players own level increased they were prompted to explore more lands which were considered dangerous beforehand, this can include the level of monters one might find in a zone as well as in Dungeons.
Over the years the form of environments and levels as a concept have changed but one thing remains the same, they are engaging and fun to all who play them.


3. How does a game’s genre affect the way its levels and environments are
designed? Choose one level from three different games—each from a distinct
primary genre—and compare how these levels are designed with regard to
setting, goals, puzzles, and risk–reward system.


A: hmmmm
first game is a level from mortal kombat 3 (fighting genre) it's environment is designed simply becuase you main focus is to beat the crap out of you opponent though they added in little details such as spikes and edges to add a sort of puzzle like element where you think how to uase the environment to your advantage, settings include radom places such as the subway, a street and so on.risk and reward side of mortal kombat is that if you win u move on if not youtry again.

Counter strike is my second choice (FPS) for settings CS is summersied as police vs terrorists in regards to how the level is design, they have a general theme of an urban environment, where terrorists are either holding hostages or planting bombs. These settings vary from normal combat situations that are preset into the players mind, with the goals varying on how the teams wants to do things depending on maps. as a puzzle aspects of CS it forces you to work together to solve problems like how to get to the bomb or saving the hostages, risks and rewards are define simply as risks are high and rewards are wen you complete the task you feel happy about it.

My thrid and final choice is Zelda (Adventure) depending on situation you find yourself in, settings in Zelda as far as level design is concerned revolve around what items/ acheivements you have aquired in order to make things easier which also falls into the puzzle aspect which is an inportant part of the Zelda game.


whelp thats all i can think of atm so yeah : /. lookingforward to upcoming classes :D

Wednesday, July 21, 2010

Thursday 22/7

As my header explains this is for tafe course and stuff, gonna be posting on and off as i create this level : /.