Blog Post #3 ♡ Composition of My Prototype Level
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 placement.
I chose to make the player see the dominant from above, which is a Low Angle. This angle helps show depth and perspective, and gives the player a great visibility on the composition layers.
Lighting
In Among Us, there are certain areas with special abilities that crewmates (and imposters!) can use to their advantage. A couple notable ones include Medbay Scan, Admin Table, and Security Cameras. I used Point Lights near these areas to highlight the area's importance.
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| Medbay Scan in Medbay Room |
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| Cameras in Security Room |





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