Level Design
Author: Aleksei Ratnikov
Issue:
While working on level 1 of blocking it out, I've faced a couple of issues with how players get an idea of where to go. Somewhat difficult was ensuring the level's scale was playable for the player and that the story wouldn't be boring to play. The level required a lot of thought processes to accomplish, and I had to ask out the team for references and ideas. The key to achieving this is to communicate. The most brutal enemy of level design is time because you have to check everything and think of how everything should be and what to do in the future to improve it.
Solution:
To make level design work, you have to spend some extra time making a level, and while you work on it, you keep getting ideas, and in the end, everything starts to work. Also, it's not wrong to go online and look at some reference pictures to start thinking about how you can improve and maybe use some of the ideas for level design.
Shutdown
Status | Released |
Authors | TheSenate2002, ekicks0, Vrixic, CameronEuston, Boomishhe, mditcharo |
Genre | Puzzle, Adventure |
Tags | First-Person, Singleplayer |
Languages | English |
More posts
- The FinallyApr 27, 2023
- Post Mortem VideoApr 27, 2023
- Fixing issue with Hud not being validApr 27, 2023
- Finalization of GameplayApr 27, 2023
- Circuit Puzzle ChangesApr 27, 2023
- Touching Up SoundsApr 22, 2023
- Level MusicApr 22, 2023
- Getting people to play the gameApr 21, 2023
- Tuning the Lighting in Level 3Apr 21, 2023
- Static Mesh Mass ScaleApr 21, 2023
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