This is the summary of Emilio Padulo's Level Design Master Class.
· Dominants
· Creating them
· Single Dominant
· Multiple Dominants
· Dominants in a Level
1. Dominant
· As previously discussed, Dominants are the core environmental feature that pulls the player into the level.
· Every level or game environment should have a Dominant.
· It’s the identity that players will remember your map by.
· Ideally, a great Dominant will be:
· A General Area (Street, Military Base)
· Specific Structure
· Element inside an structure
· Broken Door, Missing roof
· Landscape (A particular section)
· Oasis in the Dessert
2. Creating them
· When it comes to choosing what Dominant you want to guide the player with, there are a few things to keep in mind.
· What makes it stand out in the environment.
· Does it fit the theme.
· How does the player interact with it.
· What’s the purpose for it.
· How does it tie into the story.
4. Single Dominant
· Typically used for smaller maps or game environment.
· In a non playable environment, the single dominant will help showcase the area you designed.
· For Level Design, this can be used in linear maps.
· It reduces any possible confusion the player may face in a level since it gives them a heading/direction they need to follow.
5. Multiple Dominants
· They help guide the player from one point to another.
· This breaks up the map into smaller sections, each one having a more meaningful impact on the player’s objectives.
· Mostly used for open-world games.
6. Dominants in a Level
· Depending on the scale of your environment and the amount of actions a player is required to preform in it, a level can have one or multiple dominants.
· There are many options for you as a designer to use dominants:
· One main Dominant with subsequent smaller dominants acting as OCRs.
· Several main Dominants spaced out enough to guide the player between areas.
· One Dominant for the entire level.
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