Sunday, 22 December 2013

Level Design

Have you ever wondered what makes certain levels in games more memorable or enjoyable, its likely due to good design. Companies go through many processes to create a well designed level. Though the level has to be designed with the games functions in mind such as if it is a shooter, plat-former or role-playing game,it will require different style levels.
League of legendsFinal Fantasy 13:lighting returns Titanfall                                              Super Mario 3D world



Most levels during early development go through a stage of simple boxing out areas with checkered textures. With each checker having a cubic measurement representing the characters height or jumping ranges. This then gives the team chance to test the levels and see if the generally work with the characters animations and limitations and whether the level is interesting enough.  

Its after this stage that artists can then begin to concept in more detail to the level and design the assets that may fill them. This then leads to further block outs and tests until the overall design for the level is complete.
Many good levels are designed with secret areas. These areas the player will go out of there way to find but will be rewarded for finding. This makes the level feel more exploratory and makes the player check every nook and cranny to make sure they haven't missed anything. Another way to make the level feel more exploratory is to give many diverging paths instead of one long corridor. But an even more interesting mechanic can be giving options within certain areas of a room. This was used very well in the Stanley Parable. Just by rewarding the player with dialogue the player can retry certain; almost insignificant decisions; such as pressing buttons or not doing so to see what will happen as they know they will likely be rewarded for doing either but each giving a different result.

 Its a good idea at this point to also ensure that there is diversity within the level so that its not repetitive and boring. Having certain areas for battling, others to complete puzzles to advance in the level, cut-scenes ect. Yet too much diversity can ruin the game-play, swapping quickly from say driving a car, to a puzzle then horse riding will ruin the flow and confuse the player. A good way to ensure your not going off the rails with random activities it to make sure your just staying to the core mechanics of the game. A great example of this is the new Mario 3d world. All the levels are unique and scale in challenge but there are secret areas that lead to extra puzzles for prizes, such as collecting coins, racing or rolling balls. Yet not only that within the level itself different areas require the player to do different things such as platforming to defeating a boss and it doesn't get boring.



 Even then games can sometimes get repetitive but the player will undergo these repetitive actions to gain a reward. For example grinding for levels in an rpg to then progress the story or to gain a piece of legendary armor. As long as their is an obvious goal for the players repetitive actions they will be seen as acceptable for and complete them regardless even though they may not be enjoyable.
So overall levels should be blocked out to ensure they work well, ensuring they are exploratory and secret areas for the player to find and be rewarded with, and blocking out areas of the levels to be different things such as puzzles or boss areas to diverge gameplay.

Wednesday, 4 December 2013

Visual Composition

The general definition of composition is "The combining of distinct parts or elements to form a whole."
This however is also true for the composition of artwork. To create a brilliant and effective piece of artwork you have to consider many different elements to make it draw in the viewer and leave an impression.

One way is to follow the rule of thirds. The rule of thirds is to divide an image within a 3 by 3 grid.
By lining up interesting elements of the image to the lines of the grid. This helps to create a balanced and pleasing composition. The points which overlap are known as power ponits and elements overlapping these areas draw our eye. It is also used in photography and on digital cameras there is usually the option to display this grid upon the screen to assists the photographer. Artists as well can create a simple grid using card and string which they can carry round with them to check the composition of the area they want to draw.
As with this photo its composition works well as we are drawn to the face then our eyes follow the curve of its spine to the end of its tail. 

Another rule artists follow is the rule of space. Its another simple technique of simply adding negative space in front of an element of the image that is moving. For example in front of someones face or in front of a moving vehicle gives it a sense of movement. 

Another idea is that even number of objects within an image is comforting to us as the eye pairs objects together. Yet within the rule of odds if there is 3 objects in the scene, the middle one becomes more interesting. Also because this object is flanked by a pair of the same object it feels non threatening. 
Cezanne pyramid of skulls

Another technique is called the golden triangle. Its having the main points of the image being in each corner of the triangle. It divides subjects within the image equally but keeping the focal point.
There is also the Golden Mean or Ratio a calculation which help us divide up the composition. The focal point being the closest area to the center of the swirl whilst other elements following the curve of the line.



Having elements in a scene overlapping is often more interesting than if they are just touching. This could be possibly because the mind creates whatever is being hidden and makes us think more. 

Colour is a great way to help the composition of an image. By limiting your colour pallet and having the focal elements in a contrasting colour makes them stand out and draw our eye. If there are two any colours the eye doesn't know where to concentrate and we lose focus.
Using Monet water lilies painting as an example you can see how he makes the lilies stand out from the water and drawing your eye by the difference in colour.

Colours can also be used to portray the mood of the image. Darker tones can create great lighting effects and drama, whilst bright colours will make the paintings feel happier and brighter. 
Keeping all these elements in mind whilst creating an image is mind boggling but simply using a few will make the image much more effective.

Monday, 2 December 2013

Planning and Concepting

As a wannabe game artist, making sure I get all my work done and to the best standard is a struggle. Time management and keeping on top of everything can be very challenging and I'm often one to accidentally fall behind. Yet two things that make life a lot easier is planning out schedules and jotting down ideas before jumping to the end result.

Mood boards can be a great way to gather information and ideas for projects. Seeing things that have already been created under the same theme and using already existing and working creations to ensure yours will work realistically to can be a great help. Even finding images off topic that you find inspiring and would like to use in your work could make it unique. A good website to quickly gather images is flickr. It allows you to organised them into folders and you can quickly scroll through your collection to gain the inspiration you need. By organizing your images you can also group them by colour.

Sketches and initial concepts are invaluable. Not only do they give you ideas for final outcomes but also others can look at them and see your thought processes. Silhouettes are essential in the first part of design. Just by gaining the initial shape and feel of a character, object or vehicle you will be able to tell if it will be successful. It also then allows you to add in more detail to them and find the best design for it.

Once you have the basic outline and specific design you then should start adding values and lighting. Theses are usually the core shadow, cast shadow, main light and bounce light.Its only once you have these values worked out that you can then begin to think about colour as if your values are incorrect the colour won't layer well over it. Also consider the texture and feel of different elements so they are represented correctly.
Then you can begin to finalize your design and add in the details.


If you jump straight to adding in detail different elements will be different qualities and may not work to the correct lighting you decided for the scene. But its an easy thing to do but can ruin your final outcome. So by using references, silhouttes, further design and sketches, and ensuring your overall values are correct in your final outcome will keep the standard of your work high.
My final concept for my air sea and land vehicle after following these steps.