Monday, February 14, 2011

On the game design master Paul Jaquays level design

 In fact, Paul Jaquays is a more emphasis on the art design of game levels planners, in some companies, designers need a high level 3D modeling and painting base. In this case, the efficiency and effectiveness of level design to be much higher . and in some game companies, not the art design level designer was born, but the same can go to the design level, because such planning is considered more of game play.
course, I thought maybe some of these extreme because of the very real, as level designers, the ability to have a good grounding in Art and Design course, is pretty good. It is also worth noting that in the single game level design is a very concerned by the content of research and development company in China and South Korea's online game development is not. because the game level design on network level of refinement and richness of design, it is difficult to compare with many stand-alone game.
collected from below, from the network, is a PRESIDENT:
(actually very early this article I read, but this BLOG does not collect, it would be supplement it)
Paul Jaquays is a versatile
Paul Jaquays is a versatile, he id Software in the Quake �� design level, and Quake �� a game and level design. Now, there are who do not want to use his stuff? When Jaquays learned Saqes the secret, he would like to publish a collection of essays level design rules such as the war map designs some of the recommendations, and we need more than a waste of effort, the design directly to see if he highlights it.
Jaquays of the twenty-six level design techniques:
first before you make level design You should figure out what to do. Do not expect SP graph can easily be used as war MP battle map, but DM can be effectively translated into war plans for the SP battle map.
war plans drafted the initial framework as a guide throughout the design. You'd better not start from the beginning a large project, try to arrange some interesting places. If possible, shut your card hidden in the number of organ mm gamers a place to remember. Over the past used some of the more famous of the authority has set wind tunnel, designed more than one entry, the use of lava maps, battle plans traps, water battle map, a map of peril, and space maps. For each design with some fresh ideas as much as possible, do something you did not see what others did before things. in you authority to do traps and trap into the game, you need to test these things.
you create the architectural style of the game before the need for architectural design and structural design of some research, and efforts to to maintain this style of game.
began, Jaquays as Quake �� was complex, full of puzzles and traps draw a map of the framework structure, including the Laboratory of modular, mobile prison cell. The idea ultimately failed to be achieved in the game. Later, Jaquays began Quake �� (arena) in the first map of the design, a rough outline the main features of the game, and the relationship between them, Arena's final version of his ideas are running through the first few inside, although later some of the layout and shape of the map made some changes. (The two pictures have been used by the company id Saftware copyright permission).
geometry through large chunks of a rough outline of the design you want barrier. think about what you use in the game to look like buildings, but focus on how the players in the game through this checkpoint. At this stage, I try to keep my larger grid on the map (in Quake �� and Quake ��, these grids are 64). this time to avoid too cumbersome details of the arrangements to avoid the whole map is too dense. in the further development stage, as far as possible to allow the grid to meet the number of games when the game speed as quickly as possible. (for Quake ��, our goal is to have any visual under construction at most 500 triangular elements). better to do less than a big house raster angle when in the worst third of the total number of polygons one.
the sixty four maps from the Quake �� DM Pack: Extremities expansion CD.Jaquays remind level designers to ensure that each has a large number of the map where people aftertaste. Activision used in this article are licensed.
Once established development process, you can begin detailed design of some buildings, and gradually refine the appropriate shape of the hall and housing.
doing the best level in the design of modular design, it is easy to do some assembly in the a form your level module, with many of the details of some buildings (such as door frames, complex roof, or furniture, etc.), pre-decorated pieces do, and do not put them directly to the map, such as a diagram in the war a local copy need only click on it.
design of building components, you must first do some research on the real world, and strive to reproduce those impressive architectural works of the appearance and feel, but try to use less complex geometry, standing to challenge themselves in this light.
the details while you are doing the design of the building in the use of real geometry and three-dimensional structure to weigh. For those who look like 3D structure should be used carefully, Look over here from a distance when, these 3D structures may lead people to mistakenly believe that the geometric shape of building structure is more complicated than it really is. But when you look at some distance from the nearly complete removal of 3D can give the illusion of size.
patch should always edit the map, until all things are appropriately placed into the position it should be (do not remedy the situation, so that loopholes be modified).
add to the war plans and projects of other things before the completion geometry war map designs.
design design SP SP
war war chart diagram, not a feature of the map are concentrated in each level design. to map all possible monsters are on the level years, this is a breathtaking approach to gaming enthusiasts. In general, it could also see all the monsters can only be detected in the AI programmer time points.
The same for those who know-how, traps, weapons and power design. unless your battle plans and promising Quake �� DM produced 64 big war map, or you will limit the number of different items on the map. For something to be flexible to use, do not be too rigid. on small map can be similar in terms of design everywhere, but some of the large map to be a little different, and to place order from a deep impression on players to define their position on the map in the war. Gty64 is Quake �� in the a Da map, it has many features, if a large canyon area, a great temple of foreign characteristics, a lot of underwater caves, at the bottom with a large and deep water container identification and wipe the corner of the corridor a lot of changes, Although these corridors are similar, but have different end of the corridor is a large battlefield.
war plans for the DM, can often have the opportunity to let the players escape the track and for cover. no exit aisle of this design is not bad, Players need to avoid a lot of energy to reach the destination charge.
lighting arrangements in order to achieve dramatic effects. If you place the lights and lit the dark places to make a choice, do not mistakenly believe that the other side must be dark, not from the one extreme to the other extreme. dark points may seem good, but players have to stumble another try at the boundary Shique, groping around.
Do not ignore the role of sound, the sound in the game is a very important clue. If If possible, try to design a variety of difficulties for those who pass the program. you want the best reward to leave the designer that the best way to solve the problem of players.
players in each battle map gave a number of different experiences and challenges. Otherwise, all the battles a sense of passion and cool will fade quickly.
tolerance of your players as much as possible that do not create unnecessary obstacles too. rationalize the use of environmental traps, making the game even more exciting . each take three steps to fall into the lava or mud, or turned quickly but was crushed by heavy objects, which will allow gamers frustrated.
carefully study a map you like, and when you make war map designs when the reproduction of it, and even efforts to improve the environment and war plans in the set.
first draft of your polish and processing.
As many programmers, artists, cartoonists, musicians, and the level designers have said the same, this last point, that is, touches on the process rather than a project to start ten new projects is a very basic
work, but not easy for a beginner.
Paul on the game some of the recommendations
Jaquays design through his experience in the game industry has accumulated a lot about game design experience, he described the map produced in the previous
save a lot of personal opinion when, following some details about the game of his important design insights, which come from his personal design experience.
do not follow the beaten track.
in the game industry, I began to design adventure game when I was considered the best in the field of adventure writer. I will not design a role-playing game folder because I found that I began to walk the old routine, over and over again and repeat the previous story, I no longer have the new inspiration. Fortunately, in the game world can I have another occupation. But the question is: how to make your ideas and new vitality?
in game design where there is a trend in game design
There is a trend that is always used and standards similar to those after the fact proved to be excellent design. In the design is based on the original one part of the improvements. I stay in the original company, we rarely have the opportunity to develop new road games, many of our work is to analyze and subtitles, the game to break the pattern. The traditional method is to make some improvement mm such as resolving the remaining issues and find some potential advantages, while avoiding the defects, until you put them all onto the computer. At this point, game design, you need to start from scratch, until the last the most difficult hurdle. seen the movie When I was close to the target missile's trajectory curves attracted. If I'm sure if the circumstances of this short film is that we need the game, the real game-related ideas from this. gamers goal is to stop the bomb, diving boats and missile attacks (missiles flying in the air directly from today's 8-bit mode of the game system seems to have no skills). In a sense, it is a bit like the popular game Command fine roots in a rapidly rotating, as the attention of gamers should always back and forth on the radar map shows the entire United States military installations and displays the most recent of the six sub-objectives of the map. the game players must be able to use existing equipment (missiles, field cut fighter aircraft, submarines, and offensive, etc.) quickly to counter an enemy attack, then switch to the other maps do the same thing. If the player has the right equipment, and can reasonably be used, then he (she) could defeat the enemy. < br> Some popular foods do not taste similar to some or even opposite seasoning sauce in a bag. sweet and sour dish in China and Chicago-style hot dogs are two typical examples. these things, and game design have to do it? I am most proud of the work is Unreal class, science fiction (or call it In general, the results of several options is unlikely to make do in together, but some creative thinking a little, then make do with these independent events can be in together, which is like the Chicago hot dog in a variety of flavors.
as These make the game look real.
If you plan to take your game design that is very strange mm, which is engaged in the real world you have not seen anything mm then you must strive to make your game looks very realistic. This is what I, as illustrated by a fantasy game, that is, when the gray game design experience to cover. to have the confidence of the cover picture is on the cover to add some things exist in reality. This establishment of an environment, people feel that this really exists in a place. you draw the imaginary part of the picture more efforts when, as far as possible so that they can 3D game level design also makes sense to do so when, in the game to give players a more or less what he was familiar with, through, and the real part of the contrast, the game will seem unreal things more real, or A better explanation is that they seem more feasible. At the same time, compared with reality, they seemed to be somewhat bizarre fantasy and.
John Romero John Romero said that Figure is the whole game fighting took place and map proposals are common (for example, to the players on the map to reflect a number of markers, trying to completely addicted gamers into the imaginary border where, etc.), but Romero also made an interesting rule. in tension among the terrorist .
Tip: For a well-designed map, the map marker on the dual role, they can provide
for players to guide and help players figure out their game at this point in the direction in which the.
Romero cited several specific examples, such as go. Another example is the to. This is an event and then do an event. opinion.
Cliff Bleszinski, Epic MegaGames
Although Cliff is only 24 years old, but he won the PC game title as the John Romero on the horror tension is a very important part of the game to say, but Cliff think that this is a success a factor in level design. Bleszinski explained: , he will feel numb to the horror, and if the game player has lost a sense of surprise, then you design ideas that will gradually lapsed, no longer works. He went on to say:
at checkpoints inside the shock is the key player To figure out when, where, how often a surprise for players. For example, the player five minutes and a friendly and pleasant to talk to aliens, then the door opened, and a deep body of blood, a lot of noises shouted the monster rushed staggered to ensure that when the two legs are shaking the player. This is why a good horror movie does not give the audience the scene of a terrorist connection to a terrorist scenario, because it can not start good results. appropriate to relax on the level design in every part of the design is a skill. slow down the pace for the monster appeared, both players should always have some place to the danger to be swallowed, but it must also give the player some remote a safe place. to know how often reward players or blood products, and other things. Do not let the hurdles are roads departments and regions, that is, when players kill monsters and open the door to reach another layer or level, give the player a number of prizes.
Although the increase in interest for the game leaving the player often fatal Skaarj the catch, but he warned that, in order to break the gentle rhythm of the game's Epic Megamees permission).
Bleszinski that the level design in addition to Five breakthrough. prepared to document it? Let us continue hh
architectural and structural design
First, you need to construct the game environment. technology than the ideal structure is division in the level designer to work before, so the points know where the designer decorated building. level designers can tell the structure of craftsmen: CL l Bleszinki Parcho Eekles colleagues is also a level designer, he designed the house to make some bright, but quiet and very stylish and flowers, which from the permission).
proper lighting can make the scene more beautiful, inappropriate lighting could damage the harmonious scene. dim lighting can make the monsters look more realistic, bright lights can be reduced groping in the dark. level designers should be creative use of lighting, for example, when the If you let the to a great revelation. Buildings in the sun will cause a dark place; sky section of the column into the ground will sprout, the flame of the fireplace to the opposite wall to form a dazzling shadow.
traps and other techniques set
Do not let your players is always in the threat of death, try to give them the opportunity to break through the difficulties, rather than always making things difficult for them. to remember that people play games just for fun, not work . If you want to design from the ground below the Inca Temple of the pop-up a number of blades, then you need to ensure that the blood or organs of the body around to add some pieces, so you can make the players who survived carefully. If the dead, that he thought was The main requirement is to kill or quickly kill opponents, do not use some annoying little trouble to prevent players. Sometimes gamers need three rounds to a related, sometimes also in the three tests, the players need to Twelve rounds to come through was closed, and the round are set with a pen and paper to remember some of the password.
monsters, ammunition, and the development process, I have been pondering how to make the level design in the areas of patrol in a series of animals, or sprang from the darkness inside, and even destruction of the glass toward the players. If the player went into a room inside the house he found midnight just a monster waiting for him, then he would think it too far. However, if he walked into a room just from his enemies when he was next to last, then this . in the level design of ammunition designed to be just right, too much ammunition may cause the player effortlessly passed that hurdle, and ammunition too little may make the player the run, evading opponents, but also thinking about how to cheat to get ammunition . is best done when the players think, plot arrangement
in the story, see a vicious torture of foreigners who are helped himself to another for their very friendly foreigners, witnessed the murder of a comrade, this happened in the game, of which there are many places that can be personally involved in the player . a good story can be deeply imprinted in my mind the player will not easily forget.
So, the main resistance level design in the end what? Why is the game design, level design is so important a part in it? related to the game is a prerequisite for success metaphor, said:
start of the game is like a car manufacturer. you have all these talented people who created the parts mm program design, modeling, voice production and fabrication mm sense, like a car an important component, but packed in a while, good or bad tires is it really a good car key. for a game, each person's work is linked through the checkpoint, so the game developers to Under the multi-level design more work on, or it may fall short of the game design.

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