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JIMMY PATERSON - LEVEL DESIGNER

Design process

Investigation into navgation through open world level design

This project, which is set within ancient Rome sought to discover, and make use of the techniques behind creating a non-linear open world. The projects focus looked to incorporate a range of points of interest (POI) which would be key in navigating the player through the level. To assist with the testing of this, short scenarios were included with the aim of analysing player reactions to different events. These quests included a fetch quest, treasure hunt, and timed quest.


Finally, the project is currently a Greybox level due to its benefits with the iterative design process, as such the project is very rough around the edges visually which is normal for this current development stage.

Level Design No.1

When looking to create the level I initially sketched out an idea of what I wanted the area to look like. This was one of the first sketches with several POI that would be spread across the level.

Design for this changed due to the scope not being realistic for the time available. As such I returned to the drawing board for the next version.

Level Design No.2

This second sketch looked to incorporate a large amount of the initial level just without the city. I felt that the city would be a large part of development that ultimately wouldnt impact the aim of the project.

I opted to rearrange the island and look at tweaking and working on a few different POI. I wasnt fully settled on the aim, objectives and research questions at this point as such locations like the cave would be removed.

Level Design No.3

This was the 3rd and final sketch of the level and was drawn after the first round of testing.

This looked to incorporate a more natural flow, and to refine areas of interest which would give meaning to the player.

An example of this would be the mountain path, as through testing watching players proceed down that path felt unnecessary.

The Points Of Interest

Throughout the project I included multiple location that would act as POI, this would be one of the main pulling factors within the level. Another aim of these locations were to help players be able to locate themseleves at any given point through looking at the level. One of the important elements that is lost through grey boxing is that each are unique from 360, with this in mind I aimed to use alternate techniques to acquire the same results.

The Smoke Plumes

The Mountain

The Arena

The Red Leaning Lighthouse

Here are what I consider to be the four main POI throughout the level, there are other locations throughout the level that I could include however, these are the main ones.

The Smoke Plumes: There are four of these to represent the amount of tents throughout the level. I used smoke as this was a great visual factor and allowed players to identify their next objective and location following the plumes. Moving particles on a static landscape was a great way to guide players through the level, and through testing players almost instantly made the connection.

The Mountain: This was one of the main features of the level serving as a grand POI, but also as a vista. Players would often proceed up the mountain to get an understanding of the map and look for where they should head to next. I wanted to include a mountain due to its natural ability to fit seemlessly into the level and provide a lot of benefits when looking to understand player navigation.

The Arena: Although this doesnt really feature much throughout the game I felt this was a significant POI due to players often looking to it as a point of reference. For future development I would make this a location where players could head towards to level up their combat skills, or include sounds of cheers and flashes of lights in the nightsky to make it stand out to the player.

The Red Leaning Lighthouse: The final destination of the player is to locate this area and head towards it, the uniqueness of this building was obvious to players and did a great job of drawing players in. Like the arena I would love to develop this further to give it a more refined look, and to include a night light that can be seen by players.

Overall, through testing players often looked to these locations to gather their bearings, of headed towards them through sheer interest. One update that I would like to build into the game is that of a reward system, that players are positively reinforced when visiting a location such that they often go out of their way to these locations.

Scenarios

In order to gain better understanding of player motivations within an open world I opted to introduce scenarios into the level. These scenarios would include a treasure hunt, fetch quest, and a timed quest, I chose these quests due to the impact they would have on the players progression through the level.

Camp #1

Camp #2

Camp #3

Camp #4

These four campsites were presented to the player as the main quest throughout the level, each camp followed the same set of rules and used large plumes of smoke as a key identifier. Another notable use for the camps were that they would require the players to traverse to each corner of the map to complete the quest.

Treasure #1

Treasure #2

Treasure #3

The note

The 3 locations of the treasure chests, which are located through reading a note, but can also be found through exploring. The aim of this was to give the players a cryptic note which would inform them of locations, at which point they would be required to follow the land to discover the treasure.

Level Design Techniques

This section will discuss the level design techniques that were incorporated throughout the level.

Visual Design: Use of simple blocks making it clearer that it is a burial site.

Signposts: A great natural way to guide players through the level

Man made structures: The bridge guides you naturally towards the next objective.

Vistas: A view from atop the mountain, giving players glimpses of locations to head for.

Leading lines: The walls and buildings pointing the player towards the next destination

Leading lines: Subtle use of natural objects, and walls to reinforce the direction of the player.

Distance of POI: Players should be able to see different POI from where they are located.

Updated Pathing: Included more routes for players to make their way through the level.

Spawn Location: For improved orientation I ensure the player was facing the correct way.

Hard Barriers: The level is set on an island where the water acts as a hard barrier. There are barriers before the city on the left, and at the entrance to the ludus on the right.

Main Path: The main path of the level is considerably bigger.

Denial and Reward: Players initially see this before heading down another route, at which point they will return much closer.

Triangle Rule: Giving the player the choice to go over or around.

Exaggeration Pattern Technique : Adds scale to a minor POI making it a notable location.

Contrast: Large tree that sticks out in comparison to the other trees.

Updated Design

Roman Villa Level Design

Spawn Location

Player Spawn Location

Level garden and training ground view

Ludus Overview

Full Level Walkthrough

Office

Roman Villa: For this project I chose to develop my 3D environment and level design skills. I proceeded to look at my interests in popular film and game media for inspiration. Upon reseaching, I decided to focus on the show Spartcus, as it has plenty of opportunity for me to put together an isolated linear level. This then enabled me to put a personal twist on it.

This project would come to be my biggest level to date. Alongside creating this level, I wanted to investigate architecture in level design and implement the findings. Finally, I aimed to apply appropriate spatial awareness which would serve in supporting player exploration.

Entrance Hall - Atrium

Armoury - Armamentarium

Garden - Peristylium

Ludus Magnus

Dining Room - Triclinium

Office - Tablinum

A core element of this level would be the theme. My aim was to create a stylised interpretation of a Roman Ludus. Within this I also wanted to create a clear class divide between the gladiators and the upper class Romans. Another key element of the theme was that prisoners had escaped from the cells inside the Ludus. As such, I decided to make this evident to the player with designing some rooms to appear messy, ransacked and trashed. Finally, I chose to go for a cel shaded artstyle due to it enhancing the colour palette and giving life to the level. I felt cel shading was a really great way of texturing objects and adding depth without exceeding my time frame.

Design Process

Initial Level Design First Floor

Initial Level Design Second Floor

Second Level Iteration

Third Level Iteration

Final Level Iteration

Over the lifespan of the project I iterated upon multiple level designs before eventually settling on the one you see above. Each design was adapted after further research and testing in order to help me understand if everything I have put together had worked successfully. The early level designs had flaws which were soon evident after planning further ahead. However, I finally settled on a level design that I felt really captured my aim in the project due to reflecting on areas of improvement through player testing.

Testing

The screenshots above were part of the early testing phase, the objective of this was to get a feel of the space, architecture, sight lines and flow of the level. This process was key for me to take in the research and see how well I had translated it over.

Shown above is the second iteration of grey box testing. Within this process I implemented more elements of research and initial feedback from the previous test. The main problem that I noticed with the intial design was that there was very little reason for the player to explore and thus I began to brainstorm ways to capture players intrigue and curiosity. To do so, I implemented a different path and a less direct route to the exit encouraging the player to look around.

3D Modelling

Second Bed
Small Table
Outer Wall
Open Book
Indoor Walls
Garden
Chest
Dining Room Bench
Cart
Bookshelf and Books
Master Bed
Barrel

This section covers a large portion of the models within the level. It was my aim to push myself to explore model development in Maya.

Each piece is specific to what would appear within Roman buildings. For example, the gladiators and upper class owners would have very different living standards and luxuries. Therefore, I ensured to encapsulate this by showing stark contrasts between decor used in each floor. To show the upper class section I designed luxuries such as chalices, chests and beds. This is in comparison to gladiator sections that had prison cells and no home comfort.

This entire project was completed within a 14 week process, However I began design development during week 6.

Chalice

Large Pot

Prison Cell

Doric Column

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Jimmy Paterson - Porfolio
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