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  • 執筆者の写真Wu Guanyu

9.Production Phases: It’s like a WOW Boss

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

· Pre-production

· Production

· Post-production


1. Pre-production

· Level Designers are involved in the pre-production stage of a games development cycle.

· These tend to be Lead/Senior and sometimes a handful of Level Designers.

· In this phase, they look at the Level Designers best practices, ranges of combat, metric, world map and more.

· In this stage, there are 3 main tips to remember:

① Experiment

- Try everything and anything that fits the mold of the core game loop.

- Use your mechanic and ingredients to test ideas.

② Changes

- Many iterations are going to be changed and thrown away, some new features or mechaics will be introduced or tweaked.

③ Immersion

- Try to get a feel for what the player will see through the mechanics, environment.

- How “fun” is a certain mechanic?

- How can it be more fun?


2. Production

· Majority of a Level Designer’s career will be in the production phase.

· Before you can create your mind-blowing, game changing levels, you must first collect all the information possible.

· This requires a meeting between all departments involved such as:

- Programmer - VFX

- Narrative - Sound

- Artist - QA

· The topics that are usually discussed are:

- what is the main theme.

- Where in the game dose your area take place.

- What is the area’s backstory.

- How long is the area.

- What mechanics / ingredients are available in the area to use.

· Once all these questions are answered, it’s time to research on what you would like your area to “feel” like.

· If it’s a real location, then collecting reference images on architecture and ambiance is crucial.

· Creating a mood board with multiple reference images is good in order to allow the other department to know what direction you wish to take with the level.

· After collecting enough reference images, it’s time to start creating 2D/3D layouts using applications such as Sketchup.

· Creating a flow chart depicting the beats of the level.

· A small level design documention with some information.


3. Post – production

· This is the most important phase in the whole production cycle.

· In this phase, Level Designers must make sure that:

- There are no bugs in their levels.

- Layout / Intention are cystal clear to players.

- Difficulty / Pacing is perfectly balanced.

- Area is completely optimized.



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