Arena Level Design - PowerPoint PPT Presentation

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Arena Level Design

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Mario Michaelides. Lecture 12 (10am), Week 10 - 08/12/2005. Arena/ Level Design ... Super Mario Bros. (Nintendo 1985) Blackhawk (Interplay 1995) Cybernator ... – PowerPoint PPT presentation

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Title: Arena Level Design


1
Arena/ Level Design
2
What is an Arena/ Level?
3
Design Considerations
  • Theme/ Style/ Atmosphere
  • Context
  • Narrative
  • Textures
  • Placement of interactive objects (weapons,
    items, objectives, NPCs, Bad guys, money etc.
  • Routes through a level (linear or non-linear?)
  • Scenery (for atmosphere creating an immersive
    experience etc.)
  • Size - Is the level too big? Too small?
  • Difficulty Is the level too easy? Too hard?
  • Is the level fun to play or is it a chore?

4
Context, Linear and Non-Linear
Super Mario Bros. (Nintendo 1985)
Blackhawk (Interplay 1995)
Cybernator (Konami 1993)
Medal of Honor Frontline (EA 2002)
Splinter Cell (Ubisoft 2003)
5
On-rails and Freedom
Grand Theft Auto San Andreas (Rockstar 2005)
Time Crisis (Namco 1996)
6
Fun vs Realism
Pong (Atari 1972)
Virtua Tennis (Sega 2002)
Goldeneye (Rare 1997)
Rainbow Six (Red Storm 1998)
7
Restrictions
Die Hard Vendetta (Sierra 2002)
Goldeneye (Rare 1997)
8
Good and Bad
Zelda Ocarina of Time (Nintendo 1998)
Ghosts and Goblins (Capcom 1986)
9
Getting Started
Start mapping!
10
Questions?
11
Next Lecture
Sound and Music Christian Cooper Next Week at
10am
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