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Hi there! As you can see, my name is Chris, I'm at university and I'm currently 21 years old, but there's more to know than my name and age. So what am I doing then? Well I'm studying Game Art at DMU. I am aiming to be one of the top proffesional vehicle artists in the industry. In the meantime, check out this Blog of mine and when your finished, take a look at my website!

Environmental game worlds


Environments in games play one of the most important roles in a games overall style, theme, gameplay experience, etc. environments of the game world themselves, have to be convincing enough for the player to understand its part of the game world but also subtle enough to add to the gameplay experience. For example online multiplayer maps have to be carefully planned and created in order to create the desired gameplay experience. for example, the battlefield series has large sprawling maps which allow for teamwork based gameplay and is able to support the array of tanks and helicopters.

However, level designers have to incorporate numerous elements to a levels creation. for example, level X must conform to the rest of the games world but must offer adequate space or cover for the player for example to allow for a certain event to occur. for instance, on www.worldofleveldesign.com, there is a very detailed post on level design. it shows how a level designer can go about creating an in game level and the numerous steps and processes.

List as follows:
Idea
Visualizing/Reference
Sketching/Reference
Blocking In
Textures - 1st pass
Detailing - 1st pass
Detailing - 2nd pass
Texturing - 2nd pass
Lights - 1st pass
Detailing & Texturing Final
Lights - 2nd pass and final
Final test and Tweaking
Release

The purpose of the early processes is to create an ever improving understanding of what the final level will look like. this allows for detailed analysis and planning of what elements will make the level such as whether this level will be set in the desert, underwater or in the clouds. when reading the post it becomes more apparent how crucial the early stages are in a levels design. this is due to the fact that if the original idea or plan of the level is fundamentally flawed, the level will simply not work despite how much time or effort went on to this stage. To me, its a lot like game design, you can either make or break the intended goal right at the start.

Personally I think what makes a good level is a level that is able to help portray the story across to the player and really get a sense of the events or setting that your in. A prime example for me, was during the Killzone 3 single player.


For me it was the jungle level (no idea what the actual name is) but for me, it really got across that I was fighting on another planet with everything belonging to this planet being rather unfriendly towards myself. the map itself, featured vibrantly coloured plants which gave of a very ominous red glow "just like the Helghasts eyes". the plants themselves would react to your presence and would try to attack you if you strayed to close. everything about this level seemed to drive the message that I was very much alone on a very hostile planet.


The level itself was very large thanks to the no loading screen technology which I believe was developed at the Sony Ice team in Santa Monica. By being able to incorporate larger levels in one seamless gameplay experience helped with the immersion of the game as nothing is worst than fully diving into the game world just be kicked back out by a loading screen at the wrong time! the map also included small cave systems and tall grass which allows you to play the game in a different style and a different take on the gameplay.

The map obviously takes ideas from the real world rain forests and brings in new elements of sci-fi to the mix. There's huge sprawling plants all around you, with trees blocking out light from the planets star. Right from the get go, you understand where you are "jungle" but also understand that your on another world "Helghan" which isn't the most friendly place ever.

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