List functions and assets for the game in spreadsheet
- can start thinking about time for each thing and see if in scope
Level Design
1) consider level from user perspective
- user doesn't recognize the level design when it's good
- know what the user will experience, as early as possible
2) Don't under-utilize game mechanics
3) Tell a story if you want to
- may not be narrative
- place a seed in the users mind
4) Don't get too attached to your work
5) Keep in mind when to collaborate with other disciplines
6) Size matters
- know when the content is enough
- too small might not be utilizing all mechanics
Process in general:
one pager (game in general and level)
- don't realize all the components of a game until you put it down on paper
- sells ideas to others
level sketching
- not good art
- express function
- work out problems graphically
- failing cheap
- explore
1) sketch
2) photoshop phase (put in grid)
- break large maps into sections (zooming in and getting more detail)
- bring back in sketch
- communicate with others with sketch
3) white box and core mechanics
4) play the crap out of it
- layout intriguing
- make sense/ in context
- is it fun?
- metrics down
5) implement
- things will change (mechanics, art, etc.), designer still involved
No comments:
Post a Comment