:: My Blockout Video ::
:: Additional Comments ::
I hope that my video is descriptive enough and demonstrates the techniques we have learnt in the module. However, if not then I will list how I have implemented the techniques we have studied within my level here.
My first step was to create a 2D plan of my level (Fig.1), this allowed me to take methods such as breaking from the grid and providing alternate routes to the player before I started designing the landscape in Unreal Engine 4.
My 2D plan did translate quite well to 3D (Fig.2), with only some minor tweaks to the south bound path needed to not confuse the player with too many path choices. I did also add more curvature to the player path here, to break from the grid as much as possible in my level. This breaking from the grid can also be seen in the alternating paths the player can take in the south and westward bound paths. It was also this desire to not use square designs that made me use a circular maze design, which I feel is a more interesting environment for the player to traverse as a result.
As for Landmarks/Weenies I placed one in the form of a statue in front of the maze in the eastward path and used the final tent building as its own weenie. I also may add a central statue weenie in the centre of the square area (as shown in my 2D plan) however I do wonder if this clutter the level.
When it comes to height, I have lowered and raised the East, West and south facing paths subtly (Fig.4); and greatly raised the final north bound path (Fig.5). This allowed me to use the tent building on that path as a weenie and conveyed to the player visually the importance of that final path.
Lastly, I did have to make a couple of assets to import into my level as rudimentary blockout shapes wouldn’t have worked as well as I would have liked. I designed a gate which I felt gave a sort of east Asian design (Fig.6), a theme I may carry through to the other assets I go on to make post blockout.
I also had to design the circular maze myself (Fig.6), as I could not find a convenient way to do this within Unreal Engine 4 itself. But I felt this shape very important to incorporate.
:: Pre- Production ::
I will list the videos I researched before I started producing my level here. In case I forget to mention them in the audio of the video. (Being dyslexic, reading form a script is something I find very difficult)
:::
I’m going to design my level around a circus. I think this will allow me to use interesting shape in the blackout and let me show good environmental storytelling when I design the final level. My first step is naturally, to find enough references and advice to make a blockout good enough I don’t need to divert from the design too much in the final product.
‘Five golden rules for gentle signposting:
Use ‘contrasting shape patterns’
Frame your destinations
‘Directional Line Patterns’ work wonders
Elevation is your friend
play with scale’
Freeman, W (2021)
The above quote I found on Will Freeman’s online article ‘5 Simple Ways to use Level Design to Improve Player Experience’. (Freeman,W. 2021). It simply lists the things I have to keep in mind when developing my blockout, with the points being further explained in the below videos.
The above video, discussing how lighting can be used to direct the player (specifically in naughty dog games) shows perfectly how various lighting methods can show the player how to navigate and environment without the need for intrusive and unsightly UI elements.
This video, ‘The Level Design Of Gone Home’ (GDC, 2015) discusses how to make a linear experience from a non linear game level. Through sealing off various paths until the player has completed other paths first, the designer can force the player to experience their level how they intend while also giving the impression of an open space.
I used this video throughout making my blockout as it details nicely the things I had to bear in mind to make a fun gameplay environment with technical detail of how to achieve techniques I wanted to implement.
This video discusses how to use ‘Weenies’ in such a manner as to tease and direct the player. While I will find it challenging to think of what elements of my level can be weenies in a circus setting this video helped me find where to place the holders in the blockout to later fill with my own assets.
:: Audio Clips Used ::
As with the pre-production references. I will list them here so as not to talk of every clip in the video
:: References ::
Audio_Dread (2020) [Freesound.org] ‘Satanic Voice And Laughter’. Available online: https://freesound.org/people/Audio_Dread/sounds/528885/ [Accessed 12/12/2021]
alex_dim (2017) [Freesound.org] ‘Horror Creepy Whispering Voice‘. Available online: https://freesound.org/people/alex_dim/sounds/395022/ [Accessed 12/12/2021]
cattygirl100000000000000000000 (2013) [Freesound.org] ‘”Silence you fool! She’s getting away!”‘. Available online: https://freesound.org/people/cattygirl100000000000000000000/sounds/198264/ [Accessed 12/12/2021]
Barclay, M (2016) ‘My Level Design Guidelines’ [Online Article]. Available online: http://www.mikebarclay.co.uk/my-level-design-guidelines/ [Accessed 07/11/2021]
bevibeldesign (2016) [Freesound.org] ‘Succubus Laughter’ . Available online: https://freesound.org/people/bevibeldesign/sounds/366094/ [Accessed 12/12/2021]
bkyte (2020) [Freesound.org] ‘lion roar‘ Available online: https://freesound.org/people/bkyte/sounds/510476/ [Accessed 12/12/2021]
CG Society (2017) ‘Live Session | The Art of Lighting for Games | with Boon Cotter’ [YouTube Video]. Available online: https://www.youtube.com/watch?v=avKlUcx3TlE&ab_channel=CGSociety [Accessed 07/11/2021]
danlucaz (2020) [Freesound.org] ‘Creepy Whispering #1‘ Available online: https://freesound.org/people/danlucaz/sounds/515239/ [Accessed 12/12/2021]
EFlexMusic (2017) [Freesound.org]. ‘Creepy Noise of the Night (Ambiance)’ Available online: https://freesound.org/people/EFlexMusic/sounds/398931/ [Accessed 12/12/2021]
erlipresidente (2018) [Freesound.org] ‘Alien Lion’. Available online: https://freesound.org/people/erlipresidente/sounds/415878/ [Accessed 12/12/2021]
eurekaliza94 (2016) [Freesound.org] ‘CreepyLaugh.wav‘. Available online: https://freesound.org/people/eurekaliza94/sounds/370166/ [Accessed 12/12/2021]
florianreichelt (2019) [Freesound.org] ‘Footsteps on concrete’ Available online: https://freesound.org/people/florianreichelt/sounds/459964/ [Accessed 12/12/2021]
Freeman, W (2021). ‘5 Simple Ways to use Level Design to Improve Player Experience’ [Online Blog]. Available online: https://gameanalytics.com/blog/five-simple-ways-use-level-design-improve-player-experience/ [Accessed 07/11/2021]
Game Maker’s Toolkit (2015) ‘Why Nathan Drake Doesn’t Need a Compass’ [YouTube Video]. Available online: https://www.youtube.com/watch?v=k70_jvVOcG0&ab_channel=GameMaker%27sToolkit [Accessed 07/11/2021]
GDC (a) (2015) ‘The Level Design Of Gone Home’ [YouTube Video]. Available online: https://www.youtube.com/watch?v=n6__ftHSEfM&ab_channel=GDC [Accessed 07/11/2021]
GDC (b) (2018) ‘Level Design Workshop: Blockmesh and Lighting Tips’. [YouTube Video]. Available online: https://www.youtube.com/watch?v=09r1B9cVEQY&t=1s&ab_channel=GDC [Accessed 07/11/2021]
GDC Vault (n.d) ‘Everything I Learned About Level Design I Learned from Disneyland’ [YouTube Video]. Available online: https://www.gdcvault.com/play/1305/Everything-I-Learned-About-Level [Accessed 07/11/2021]
InspectorJ (2015) [Freesound.org] ‘Footsteps, Dry Leaves, E.wav’. Available online: https://freesound.org/people/InspectorJ/sounds/329599/ [Accessed 12/12/2021]
jstan904 (2018) [Freesound.org] ‘Door creak.mp3‘. Available online: https://freesound.org/people/jstan904/sounds/444020/ [Accessed 12/12/2021]
lavik89 (2012) [Freesound.org] ‘Creepy dream call‘. Available online: https://freesound.org/people/lavik89/sounds/168985/ [Accessed 12/12/2021]
MadamVicious (2014) [Freesound.org] ‘Girl Giggling‘. Available online: https://freesound.org/people/MadamVicious/sounds/218185/ [Accessed 12/12/2021]
Pugh, William. ‘Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist’ [Video Game]. Crows Crows Crows (2015)