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  • 執筆者の写真Wu Guanyu

18. Choosing our Dominant

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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