rapid prototyping is just grey-boxing.
need to include as many of the functions/buttons as required - e.g. quit and interact
the purpose of level design is:
to create a space where action takes place
to give the player a purpose
to assist in game completion
to provide an immersive experience
it is about the experience on the whole - the narrative, mechanics, audio, graphics, pathfinding, UI, etc
a level designer is better off as a jack-of-all-trades rather than a specialist
the four theories on types of players:
(links redirect to this week's powerpoint)
There are several kinds of level structures:
linear - the game moves from A to B with little chance to deviate, e.g. Tomb Raider
branching - the game starts in a specific way, but the player's actions can alter the path of play and result in multiple endings, e.g. The Witcher
hub - there are multiple worlds to explore, but there is always a single point to return to, e.g. The Bridge
open world - there is lots of space for the player to move around and explore freely, e.g. Red Dead Redemption II
arena - most competitive games, where the only objective is to defeat the enemy, e.g. Super Smash Bros Arena
Always keep in mind your target audience.
For next week:
Summarise the player-type theories
Fill out Learning Outcomes on unit page
Protoype 1 - chosen prompts:
blue & white
fire is good
day
follow the torches through thick fog
the sun is weak and watery - maybe overcast?
ice and snow
two variations of snowy trees
two kinds of ice cliffs
ground can be done directly in editor
a stick of some kind for torches + orange blob for fire
snowy grass
statue at end
Unreal Engine 5.0 Documentation. (n.d.). Volumetric Fog in Unreal Engine. Unreal Engine. Retrieved February 10, 2022 from https://docs.unrealengine.com/5.0/en-US/volumetric-fog-in-unreal-engine/
Into The 3D. (2022, August 9). How to Create "FIRE" in Unreal Engine 5 [Video]. YouTube. https://www.youtube.com/watch?v=UTvzjJ-gr1k
This is the Google Drive folder containing this week's prototype project files. We were provided with an asset pack to use, which can be found here.
A recording of how the prototype looks in play-mode. Afterwards, I tweaked the density of the fog and the lighting to create light shafts (Unreal Engine 5.0 Documentation, n.d.).
A screenshot of the 'end' of the path. I dropped the sun quite a lot lower in the sky to create this shadowed area, and then placed a spotlight near the statue. The torches have a particle effect (Into The 3D, 2022) attached to create the flames.
For next week:
Watch the environment planning video
Add the Discord link to the asset pack
Add project files