Wednesday 4 December 2013

Elements of game design, part seven: level design


Level design and environment design are two separate aspects when a game is in development, although are not necessarily held as completely separate elements, as generally the jobs are interchangeable with an individual in the industry. As I touched upon last year, environment design refers to the aesthetics of the assets which are places in the environment – an environment artist will model, texture and on occasion light an environment to create a visually appealing level. Level design refers to the assembly of said environments. In general, a level designer will design gameplay elements, as well as create scripted events and test gameplay – basically, the interaction with the environment artist’s creations. Their job is to create a level, environment or world in which a player can interact with and not get bored – and depending on the game type, avoid replication the mundane tasks of an individual’s everyday life. Then again this is really just a suggestion, as if people can find a game based around mopping and cleaning interesting as long as its blood, guts and in space then who knows.
Viscera Cleanup Detail - The space-station janitor simulator
Generally, what can be classed as good level design can be categorized into fundamental “rules” as it were. Starting with the navigation through a level – this being one of the core interactions a player has with the environment they have been presented. Crap layout can hide visual cues as to where a player has to go – in most cases this comes in the form of a light source, corridors,  colour coded areas such as in mirrors edge, blocked off “you can only go this way” sections, or the way in which the scary monster just went. Good navigation creates a good flow within a games level, with consistent themes throughout a game allowing a more instinctual interaction from a player.
Another suggested “rule” of game level design is the use of environment to tell the story, relying on just the right amount of visual cues to allow the player to immerse themselves and uncover the story for themselves without it being shoved down their throat. Narrative aspects of a level can be done in three ways, explicit – referring to text or speech, implicit – referring to the environmental cues, such as in Bioshock or Fallout 3’s use of notes, and emergent – this being narrated by the player as they travel through the level.
One of the more optional aspects of good level design is the players’ interaction with quests/objectives, and how they are to be fulfilled. In the Elder scrolls series it is a general running design that the character gets to choose their morality, and how certain quests can be ended – this affecting the environment around them in multiple ways. This leads into gameplay – quests and locations of interest should be distinct in their marking, with the option of how a location is interacted with being determined by the player. Doing so allows a game to steer away from repetition, giving some more variety in doing tasks and interaction where the player feels as though they are writing their own story.
The difficulty of a game is a sign of good level design – although maybe not one of the most important ones. I personally know I appreciate it when a game allows myself to select what difficulty I want to approach a game in, allowing me to get the enjoyment I want without unnecessary rage quitting – AKA: Dante’s Inferno. Adjusting the levels of enemies, difficulty of environments and the levelling curve via the adjustment of the difficulty can create a more rewarding experience with a personal feel.
Level design, in reality, wants to create an easy-to-play but not in your face, personalised, interesting and all round awesome experience for a player, showing off the visual environmental designs to their fullest whilst creating flowing, logical interaction with them which both strays from everyday life, but maintains balance in the real world with its understantability and interaction with an individual’s awareness and intuition. They should create emotive responses which fuel gameplay, with levels which highlight specific mechanics within a game.

Sunday 1 December 2013

Elements of game design, part six: Visual Composition

Visual composition is an aspect that I find personally can be easily over looked when producing images, whether they be from life or an imaginative piece. It’s much easier to go “Hey, that looks alright” then to analyse and consider every aspect of the image. But this is something that’s important, as the composition of a piece can make or break certain aspects of the image, and I personally know is something that I need to actively consider more thoroughly.
The easiest way to approach this topic would be to break up the subject of composition into its’ key elements, so let’s do that. Firstly let’s approach space, referring to the area around and between objects visualised. This will give off the silhouette of an object, and generally the main focus of a piece depending on the intricacy and interaction of an object with its environment.
Generally, the layout of an image can be subjected to the rule of thirds – This is definitely an aspect I need to consider more, as generally the eye is drawn to the centre of an image which can create a somewhat static and uninteresting image. The idea behind the rule of thirds is that a 3x3 grid is drawn, the intersection of the lines of the grid being where the key visual aspects of an image will be situated. Adjusting the balance and symmetry of an image in this way can create a more dynamic piece.

The key aim of any image, whether it be a fine art piece or a design, is to simulate a 3D form in a two dimensional medium. This can generally be done through the use of the basic shapes used to create an image – for example cuboids being used to create the angle of the shoulders. With this, the general way to make something appear as though it has that depth is to show at least 3 faces of an object or shape. If not, 3D form can easily be low.
Values are another way in which depth can be created in composition, applying varying intensity to simulate foreground and background. This is something I have recently just grasped, however still have trouble with incorporating into  my designs due to the observational trickery of “that’s obviously in dark shadow so let’s make it intense” despite it being in the far background. It’s all about artistic judgement, and adjusting what we see to translate in a more effective or visually pleasing way on paper.
Values can also denote materials and textures, adjusting the “specularity” of an object can dictate whether something is shiny or matte, something which can bring life to an image through its application.
An addition element of visual composition is the application of colour. And this will be the last one I touch upon in this post, as this is a super long essay-bearing topic and I’ll save you the eye strain. The use of a large variety of different shades can frankly create a mess, on the verge of cluster-fuck, of visual unappealing proportions. Keeping the hues on a similar scale, but adding a key colour can create a more dynamic and smooth unity within a piece. This can be demonstrated across the years through many fine art masters – for example “Hylas and the Nymphs” by John William Waterhouse, or “Lady Godiva” by John Collier. In addition to this, colours suggest mood, temperatures and can dictate the softness of an image.
Hylas and the Nymphs
Lady Godiva
To sum up what could be an epically long post somewhat cut short, composition is more complex than one could initially suspect – a lot of artistic judgement, adjusting and concepting is needed in order to create the most aesthetically appealing piece – not to mention critically analysing yourself and your approach. A single misjudgment in colours, values or the composition could deteriorate an ideas representation. And that would sort of suck.