Showing posts tagged learning.

The Foundations of Level Design: The Combat Zone

Featured on Gamasutra, level design director Josh Bridge describes key elements of creating memorable gameplay based upon solid level design:

Usually in a shooter, the core gameplay revolves around living long enough to kill what is threatening you or impeding your progress.

The challenge is to present this small amount of gameplay in new and exciting ways so that the player is compelled to sit through and play all the way to the end… and hopefully want to play the sequel.

What follows is a very detailed approach to understanding an integral part of the player experience: The Combat Zone. Behind all of this, there is a physiological thought process I wish more designers would apply.

Play Your Way

Players should be able to play the way THEY want to. Why? It allows for a more creative experience, something that players will likely want to come back to again. Limiting the player to one path and play style over and over again gets tiresome; variety is key to keeping the player engaged.

Further more is an immersion factor of letting the player sink into the role of the main character seeing the entire virtual world not just “the game”.

Everything has to make sense. When designing a Combat Zone, it is critical to use the fiction of the area to inspire what objects will be placed on the play floor, and how they can be used as cover. This needs to be a part of your napkin sketch plan, as it is symbiotic to the environment your level is within.

This is a must read for modders. It illustrates common pitfalls of poor design and helps layout basic rules in creating a functional level and fun experience.

Summing it All Up

Ask yourself: “What will players remember about this battle that is different than others?”

[GAMASUTRA]

Personal Learning Experience: Making An AMV

Me and Boom Boom Satellites CD

Often personal projects get classified under, “if I had enough time to do”. For a while now I’ve been feeling creative, but without a proper outlet. Last December the opportunity revealed itself. I was finally able to strike-through a line on my long to do list: make an animated music video. Partnering with Alien-Eye and AMVJ Sessions, Boom Boom Satellites held a contest to remix footage from anime Xam’d to “Shut Up and Explode”. Sadly I didn’t win 1st place, but I did get 2nd. I walked away with an autographed CD from Boom Boom Satellites.

Ever consider making an AMV, but don’t know where to begin? I wanted to share my experience with the DDN community, hopefully it may inspire or give you the nudge you’ve been needing. I’ve included below the stock footage and MP3 received from Alien-Eye along with a basic walkthrough on editing, the top 3 contestants, and some lasting thoughts on the entire process.

[Footage Files]
[AMVJ Sessions]
[Alien-Eye]

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