Posts

Blog Post #3 ♡ Composition of My Prototype Level

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Introduction In this blog post, I will be going over the Composition in Level Design reading and comparing it to my prototyped level. Composition Layers Composition refers to how the designer arranges and places design and scene elements (Piaskiewicz, 2014). There are three sets of layers in composition: foreground, center of interest, and background.  I apply these composition layers in my prototype map: the foreground is the area directly in front of the character in the starting position, which would be the  Storage and Navigation rooms. In the center of the map there is the Captain's Quarters, Admin and Communication rooms, which would be the map's center of interest. The background would  contain the horizon and clouds, as the theme of the map is a ship at sea. Sight and Composition Angles The angle defines how player will be able to observe the dominant. The player can change the sight angle to achieve bigger impact by modifying the dominant's size, height or place...

Blog Post #2 ♡ Composition

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Introduction In this blog post, I will discuss the composition in good level design and how each composition layer has a purpose in a level’s big picture. I will also brainstorm ways to improve my UE4 map level through angles, observation spots, lighting and more. Composition Composition refers to how you arrange and place design and scene elements. Level design isn’t as easy as just placing random blocks and hoping for the best; the composition of a level should guide the player’s eye and present an easy-to-understand harmonic idea (Piaskiewicz, 2014). There are three sets of layers in composition: foreground, center of interest, and background.   The foreground is a prelude to the full composition, and is meant to create the main frame for the composition’s dominant. The center of interest contains the composition’s ‘dominant’, which is the focal point of the composition. The dominant needs to stand out from the rest of the scene’s objects, but has to be consistent with the ...

Blog Post #1 ♡ Oomfie Sus

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Introduction Hi there, and welcome to my first blog post for GAM4412: Digital Game Prototyping! I’ve never thought about level design or game prototyping, so bear with me as I navigate an entirely different side of game development. In this blog post, I will showcase my idea for my UE4 Prototype assignment, explain what inspired my idea, and showcase the concept sketches.  My Level Idea  For this project, I decided to create an entirely new map for Among Us. Since Among Us's maps are mainly space-themed or something similar, I thought it would be interesting to try a map that is based on something that is more familiar to the average player, such as a cruise ship or battleship. Every Among Us map have certain rooms that give players access to select special abilities. For example, Security has cams, Medical Bay has vitals, Admin has Admin map, and Communications has doorlogs. Also, many maps have overlapping location/room names, such as Electrical, Admin, Reactor, etc. To keep...