Wednesday, August 31, 2011
Wednesday, August 24, 2011
Wednesday, February 16, 2011
Alex Galuzin's Game Level Guideline Questionairre
Use the following EVERY TIME you make a new level with your team:
Map Creation Guidelines Worksheet
GAME TYPE
1. Single Player or Multiplayer?
2. Game Type?
3. What game is this map for?
STORY
4. Story behind the map. Why are the players there? Why is the place/environment there? Write the history of the environment.
5. What is this map about?
PRE-PRO & GAMEPLAY
6. What is the objective of the map?
7. Do I have a top down sketch?
8. Do I have a top down player path sketch?
9. How would the player to play through your map? Visualize this.
What experiences do I want the player to walk away with from the map?
10. How big is the map?
11. Who is my audience? Who is the player? What is my Demographic?
12. How will I make the map memorable?
13. Do I have location concept sketches?
VISUALS
14. Photo Reference?
15. What is the time of day of the map? Season? Color?
16. Feel and Atmosphere. Describe what I want to portray in terms of the feel of the map and atmosphere.
17. How will I direct the player? What methods will I use? Color? Noise and Sound? Guide the player without telling them where to go. Smart design.
18. What am I going to concentrate on? What do I want to learn when I am finished? What aspect of design, gameplay, fun, crazy, atmosphere?
19. What is the visual trademark of your level? How will the players remember the map?
11 Day Workflow Plan
Day 1:
Day 2:
Day 3:
Day 4:
Day 5:
Day 6:
Day 7:
Day 8:
Day 9:
Day 10:
Day 11:
Map Creation Guidelines Worksheet
GAME TYPE
1. Single Player or Multiplayer?
2. Game Type?
3. What game is this map for?
STORY
4. Story behind the map. Why are the players there? Why is the place/environment there? Write the history of the environment.
5. What is this map about?
PRE-PRO & GAMEPLAY
6. What is the objective of the map?
7. Do I have a top down sketch?
8. Do I have a top down player path sketch?
9. How would the player to play through your map? Visualize this.
What experiences do I want the player to walk away with from the map?
10. How big is the map?
11. Who is my audience? Who is the player? What is my Demographic?
12. How will I make the map memorable?
13. Do I have location concept sketches?
VISUALS
14. Photo Reference?
15. What is the time of day of the map? Season? Color?
16. Feel and Atmosphere. Describe what I want to portray in terms of the feel of the map and atmosphere.
17. How will I direct the player? What methods will I use? Color? Noise and Sound? Guide the player without telling them where to go. Smart design.
18. What am I going to concentrate on? What do I want to learn when I am finished? What aspect of design, gameplay, fun, crazy, atmosphere?
19. What is the visual trademark of your level? How will the players remember the map?
11 Day Workflow Plan
Day 1:
Day 2:
Day 3:
Day 4:
Day 5:
Day 6:
Day 7:
Day 8:
Day 9:
Day 10:
Day 11:
Tuesday, February 15, 2011
Please bring to class
Pencils, pens, sketchbook, erasers, any images you find in magazines, books, from the internet
Look online for images of places, objects, vehicles that provide inspiration.
Consider your own life and think about events, people, situations that could lend themselves to games or game concepts.
Use your class blog to post these images with writings about what they mean to you and how you think they might play a role in a videogame idea.
Look online for images of places, objects, vehicles that provide inspiration.
Consider your own life and think about events, people, situations that could lend themselves to games or game concepts.
Use your class blog to post these images with writings about what they mean to you and how you think they might play a role in a videogame idea.
Wed 24th August Class
11 Day Unreal Development Kit Workflow Study
Websites covered in "idea" section of 11 day game design
1) Movies
2) History
3) Architecture Magazines/Books/Websites
4) Comic Books
5) Concept Art
6) Videogames
7) Your life
http://www.archdaily.com
http://www.contemporist.com
CONCEPT ART
http://www.conceptart.org
(look in gallery)
Your life - use a blog to build an overview of your history, your experience
Always carry a notepad.
Photo reference collection - help to design
3 Category
1)Environment reference - actual locations - direct copy or inspiration
2) Lighting Reference - color pallette, lighting styles
3) Style Reference - types of overall style - e.g. cool vs warm
http://www.images.google.com
http://www.flickr.com
http://www.wiki.commons.org
open up photo reference and start drawing from them
Sketches & drawings - look at form, shape, design environment
Gameplay and flow sketch - top down overview - took that and then pathway - how they travel through environment
Top down - floorplan - day 2 blocking in the environment
Map Creation Guidelines
A questionaire sheet - narrow down and focus on type of environment - go through it & fill it out
1 - get all elements together
2 - gameplay flow - block it with brushes
3 - focal point - visual target for map - a specific location for
4 - work on exterior
5 - terrain
6 - exterior
7- details
8 - ext lighting
9 - int lighting
10 - sounds, particle fx, gameplay elements
11 - post production & ready for release
Work in sections
Websites covered in "idea" section of 11 day game design
1) Movies
2) History
3) Architecture Magazines/Books/Websites
4) Comic Books
5) Concept Art
6) Videogames
7) Your life
http://www.archdaily.com
http://www.contemporist.com
CONCEPT ART
http://www.conceptart.org
(look in gallery)
Your life - use a blog to build an overview of your history, your experience
Always carry a notepad.
Photo reference collection - help to design
3 Category
1)Environment reference - actual locations - direct copy or inspiration
2) Lighting Reference - color pallette, lighting styles
3) Style Reference - types of overall style - e.g. cool vs warm
http://www.images.google.com
http://www.flickr.com
http://www.wiki.commons.org
open up photo reference and start drawing from them
Sketches & drawings - look at form, shape, design environment
Gameplay and flow sketch - top down overview - took that and then pathway - how they travel through environment
Top down - floorplan - day 2 blocking in the environment
Map Creation Guidelines
A questionaire sheet - narrow down and focus on type of environment - go through it & fill it out
1 - get all elements together
2 - gameplay flow - block it with brushes
3 - focal point - visual target for map - a specific location for
4 - work on exterior
5 - terrain
6 - exterior
7- details
8 - ext lighting
9 - int lighting
10 - sounds, particle fx, gameplay elements
11 - post production & ready for release
Work in sections
Wednesday, February 9, 2011
Homework - due next week on 31st August
1) Read the handout - taken from a) "Creating the Art of the Game" by Matthew Omernick
and "On Interactive Storytelling" by Chris Crawford
2) Collect five images from google images that reflect the type of imagery you'd like to focus on were you able to make ANY kind of FPS game. Post a blog entry including these images, and describe what it is about them that appeals to you. How would these images fit into a videogame in terms of mood, gameplay, atmosphere?
3) Download Chris Crawford's "Art of Videogame Design" from class blog & read
4) Post link to your blog ASAP to David Cox at dcoxgame130@gmail.com
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