This is the summary of Emilio Padulo's Level Design Master Class.
· Architect
· Protector
· Guide
· Composer
· Artist
· Narrator
1. Architecture
· They create the space of gameplay.
· Need to have architectural accuracy.
· Everything must feel like a great visual representation.
· Prototyping concepts to see what makes sense and fits well.
2. Protector
· Communicate with all departments.
· Pacing between all the levels that effect the game.
· Balance, not too difficult or too easy.
- OCR: Objective, Challenge, Reward.
· Create goals and objectives and sure they are respected.
· Provides for the level in anyway possible, giving the user all the tools to defeat it.
3. Guide
· Show, not tell.
· Using objects to help the player navigate through the level.
· Designing key dominants to pull the player into the direction they want them to go using compositions.
4. Composer
· Creates the level composition.
· Paints a picture.
· Balance all ingredients.
· Influence the player’s dicision based on Mise en Scence.
5. Artist
· Create an immersive feeling that the player can enjoy.
· Showcase the most importance details without saying too much.
· Propering uses color contrast and theory.
· Psychologist in their use of color psychology to induce certain feelings to the player.
6. Narrator
· Pulls the player into the story
· Breaks up important parts into acts, or mall bir size doses for the player.
· Proper use of a timeline sequence.
· Environment.
· General Universe.
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