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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