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執筆者の写真Wu Guanyu

22. Theory about Level Design Mapping Part 2

This is the summary of Emilio Padulo's Level Design Master Class.


· What goes in

· Diagrams


1. What goes in

· We know what our 5 OCRs are.

· Now we chose what corresponding elemnts should go around them.

· With the help of our list of Activities, we can assign elements to each area.

· This will also give us a breakdown of each OCR difficulty.






2. Diagrams

· These are usually a simplistic view of a level map as a whole.

· It indicated the events and flow of the level.

· There are 3 mian types of diagram paths:

· linear

· Forked

· Web


· This is pretty straight forward.

· One path leads into the next area and so on and so forth.

· There really isn’t much the player can do but follow the dominant to the next one.

· Throwing small OCRs adds more depth.


· Forked

· This is more of a non-linear approach.

· The player can decide to take any path they choose.

· This gives the player empowerment for deciding how to approach the OCR.


· Web

· This is basically any open world game.

· World of Warcraft is an example.

· The player can choose any which way they want to go.

· They have full autonomy of the way they want to play the game.


OCR Drawing Tools: draw.io from Google Drive.

· With this we can also see how long our Level will take.

· We will look at how each OCR elements add up along with preforming special actions and movement.




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