dinsdag 27 oktober 2015

Opdracht 4 - Our Own Tomb Raider 3D Blockout and Level Design

Download our Maya file, our Unity build and our Unity project RIGHT HERE!
(Please look at the Unity build to see the legenda and freely control the camera to inspect the entire level. To control the camera, move around using the arrow keys and use the mouse to switch the camera's focus):

 

Practicumpartner: Merle Delen



  Information about the assignment:

 

Introduction to the 3D Blockout

For our last assignment, we had to pair up and 'design' a new level for the famous video game franchise Tomb Raider. Of course it had to make use of the mechanics used in these games (such as jumping, climbing and being able to push way too heavy objects around) and using these principles to solve environmental puzzles (with the off action sequence mixed in).
We thought up several smaller problems, but instead of building several smaller, seperate levels, we decided to implement all problems in one big level.

Some screenshots taken through the Unity Build version of our 3D Blockout.

 

Information behind the 3D Blockout

Our main problem introduced during the well... introduction, is the only exit to the room you just entered slamming shut behind you. The main thing to search is therefore a way to open this exit again.
Some of our smaller problems are:
  • Moving around objects to block the "view" of certain other objects hanging from the wall ("statues")
  • Taking cover behind objects while strategically moving them around the room, until you can leave the object on a switch
  • Running for the exit while most of the room crumbles around you (the floor is fading behind you, actual time pressure)

- Gameplay Narrative -
The Rounded squares are the entry and exit points, the circles are game events and cutscenes, the squares are player actions and the square arrow is a description/commentary container (not actually part of the flow chart itself).






































- Flow Model -
- Human Survival Instincs -


woensdag 14 oktober 2015

Opdracht 3 - Stanley Parable's Level Design

This one was allready pointed out for the player.

Just your typical average pointy corridor with only 1 exit anyhow.

It's like the room was designed to draw you in.

Because of the clear path to follow the player can really see what parts don't belong on it making for a great foreshadowing.

The crowdedness of the left side of the room makes it so that the right sides door becomes much more obvious.

Atleast the button seems friendly and inviting.

It's something about having only on lighted area that allways draws them in.

Sometimes less is better.

I really like how they used the perspective of the crowded area here to direct the player away from the crowdedness.

dinsdag 6 oktober 2015

Opdracht 2 - Flow Models


Here are some example videos of gameplay from games with the following flow models:


Linear: Rayman Legends

Bottleneck: Fable (The Lost Chapters)

Branch: Long Live The Queen

Open: Don't Starve
 

Hubs & Spokes: BattleBlock Theater
 

Dynamic: One Way Heroics


 

 Gameplay Narrative Flow Chart:

 

Fable (The Lost Chapter) - Introduction

The graph contains the the gameplay narrative flow chart representing the first level (/part) of the game the player experiences when he/ she starts a new game, up to the ending cutscene of this section of the game, where the character becomes older and travels to a different part and place of the game.
The game used for this, Fable, is one that follows the Bottleneck template, which can already be seen in this first chapter and in the flow chart below.
The Rounded squares are the entry and exit points, the circles are game events and cutscenes, the squares are player actions and the square arrow is a description/commentary container (not actually part of the flow chart itself).