Level Musings: Focal Guides

What better to drive up inspiration than to travel. From all that travel, it revived my photography hobby. Focusing to work on my framing, as well as, working to incorporate the golden ratio with the subjects in mind. And you know what? I think all these years of playing through games and reading theories really feel like my eye has improved!


Billy: But Kyle isn’t isn’t Photography 101! You’re not an adventurer photographer!

Me: Akchuly. Billy. I BELIEVE YOU’RE WRONG!


Game Design is SO many things. More specifically when thinking about Level Design you can pool from architecture, fine art, theme parks, and photography! Not to mention, generally speaking, when you want to continue to grow as a designer, I always found it helpful to look outside the box of games. I mean, hey, learning these things only add to your creative skill set.

SO. Blockouts! Level Designs prototype friend. What are the questions we must ask?

  • What is this area based in?

  • What are my constraints?

  • What is the macro & micro objective that I (the player) must achieve?

  • What elements of the level am I using to help bring out the composition of this scene?

    • What elements are being used to help?

    • What elements are hurting the composition?

  • etc.

For instance, take the picture shown below, I was working in some framing. The level funnels the player & camera to force bring your eye toward the building. As well as, aligning the meshes to point to the building within the background / where you should look next.

cgma_study.png

This next one is little more complicated when trying to take framing & the golden ratio. The main point of this shot is to try to really highlight where the player should be going. In this case I’m trying to take advantage of this world. It’s supposed to be full of bridges and skyscrapers. Which can help to frame the scene and guide the players eye to the sign right near the center of the screen.

Ideally when the scene gets fleshed out more I can try to push this by adding some contrast with some lights and maybe a slight camera zoom.


There are other things I’m going to have to iterate on these scenes that also could be better at. But a few takeaway relevant tips that I’ve taken from photography that I use for levels.

  • Rule of Thirds

    • Use your composition so your scene is divided evenly into thirds, both horizontally and vertically. Try to play the players goal, if possible, intersection of these lines.

  • Sense of Depth

    • Consider the wider area within this constrained space.

      • You can use this to tease the player on where they should be going next, Naughty Dog does a good job with this.

    • Or really add some sort of story telling with why they are here.

      • Multiplayer levels try to do this to give you context on why you are here on the battlefield.

  • Composition

    • Normally in photography you have to learn to work with your composition. Not in your level! Think about how you can create a nice balance within your scene.

  • Pay Attention to “Light”

    • I put light in quotes because for photography, it’s extremely important. I mean, you’re playing with shutter speed, lenses, light sources, etc. But once when you feel comfortable with your blockout (maybe more for 3d scenes) try to focus on working on your shape, the contrast, & shadows.