dinsdag 3 november 2015

Opdracht 5 - Peer Review

 

Peer to review: Niels de Jong

 

Practicum Partner: Merle Delen




  Information about the assignment:


 

Short summary of the level (Introduction > Problem > Solutions)

The player enters the level and is confronted with the first challenge; a gaping abyss right under the door. If the player was careful, they saw this before they dropped down and can use the grappling hook to get to the other side. If not, they drop down and have to climb back up to the starting point via some "stairs" in the wall. On the other side of the crevice is some golden artifact in some holder, next to another identical but empty one. If this gets picked up by the player, the second stage of the level starts.
Now, the level gets flooded with lava and a bunch of birds start attacking the player. After defeating them, the player has to traverse across an obstacle course spanning most of the level to get to another artifact hidden on a pillar. This one then needs to be taken back to the exit; however, the road to the exit is still kinda flooded by lava. The path you just took to get here has also become inaccesible. Therefore, the player needs to create a new route by taking down the damaged pillar in the corner. This will create a new path via which the player can escape. Mission succesful!

Difficulty/Tension chart taken from Niels's site



The Exercise:

Based on Tomb Raider ‘Gameplay Mechanics’;
  • Come up with 2 or 3 Level Design Ideas around a ‘Problem’ that occurs in the ‘Introduction’ of the Level which will cause an ‘Obstacle’ which the player must ‘Solve’ by an environmental puzzle
  • Focus: How the player is ‘visually’ guided through the level experience by ‘Tension’!!!
For each Level Design Idea:
  • Create a ‘3D Blockout’ (in Maya or Unity / Unreal with proper naming, scaling, materials etc.)
  • Design & add a Level ‘Legend’ (including gameplay elements, with color and symbol coding > ‘Info Graphics’)
  • Include a ‘Flow Model’, a ‘Gameplay Narrative’ and a ‘Human Survival Instinct’ scheme or diagram (integrated in the 3D blockout is allowed)


For your convenience, we will use these sub-exercises as headings for this review. 
 

 

The review:

 

The (Tomb Raider) 'Gameplay Mechanics' and player Steering:

It most certainly is; Niels has done a great deal of research into the different mechanics of the game. He even made a list of all possible actions Lara Croft can take before starting his level design. After that, he also made a similar list for the different types of situations/problems that already occur in these games and used this list to think up several possible problems of his own. All of this was very well documented.
As for the tension, the player is guided fairly well by the way the objects are layed out across the room, however there is only one path through the level that the player can follow. The player isn't always specifically guided through this path but sometimes just has to find their only option. (Tip: maybe include some branching pathways to give players more options?)
Although he only made one level, this level consists of very different phases and the puzzles are well thought out (using different gameplay mechanics such as balancing, grappling hook, climbing, breaking objects etc.) which makes for a fun route anyway.
 

The 3D blockout:

The blockout was very clear and had different scenes for the different stages. A downside is that, although the color coding was applied consistently, the legend was nowhere near the actual blockout and could only be found in the middle of his documentation, which made the blockout very confusing at first. (Tip: add legend to the actual blockout for clear reference)

Flow/Narrative/Human Survival Instinct:

The flow chart was very clear (as can be seen in the image above). The Human Survival Instinct could only be found in the blockout and is explained thoroughly in the accompanying video. We would have liked to have a paper version as this would have been much clearer and faster. The Gameplay Narrative could only be found in the spoken text in the video. It's not bad (and again; very thorough) but there is no clear overview of the Narrative. We had to watch the video a couple of times just to write the short summary, which could have been so much easier if there was something like a Narrative Flowchart or just a written summary. (Tip: give all information given in the video in written form too, it's fine if that's just a shorter version but it makes the entire thing so much clearer)

 
 - Bram & Merle
 
 

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).