Gam705: Level Update 4

I started the week by adding in the new additions to the map (fig 1), mainly the new start area and the small island in the middle of the river. The new start area consisted of a small abandoned campsite from previous explorers with an small temple to the left across the river, providing an optional area for players to explore. I knew I would be holding a second round of playtesting towards the end of this week and I wanted to see if players did take the time to explore the temple or if they bypassed it all together.…

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Gam705: Level Update 3

I decided that the beginning part of this week would be spent iterating on the areas I had already created and applying the feedback I had received from the earlier playtests. I started by playtesting the entire level from start to finish and really analysing the starting sections as the views had really changed with the addition of the later areas. When I originally blocked out the early sections of the map I had to imagine, based on the 2D map what the sightlines and views would potentially be. From doing this I realised that I need to make some…

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Gam705: Level Update 2

The heatwave meant I wasn’t able to spend as much time working on the physical blockout as it was way to hot to have my laptop running, it was getting to 39o C most days! I decided instead to spend the time expanding on the overall map layout and re-evaluate my stretch goals. My original stretch goal was to create an additional second level but I’ve decided instead to just expand on my current map to create a more ambitious level that more thoroughly tests cognitive mapping as a tool for guiding players. My initial ideas for the expanded map…

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Gam705: Level Update 1

This week I worked on blocking out the next area of the map, the logging site which serves as the first combat zone of the level, as well as making small changes to the temple area and starting blocking out area that follows after the logging site, the platforming traversal section (fig 1-2). I started this week that making changes to the temple area based off the feedback I received during my personal tutorial where it was suggested that having an object that the player could interact with, and leaves a physical change to the environment. I like this idea…

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Gam705: Initial Blockout

This week I spent the time blocking out the first few sections of the map, the start area, the spiral path and cave and the first small temple area. These first couple of sections have been relatively straightforward to blockout as they are mostly comprised of a single path and a single district. I started by blocking out the start section first as I wanted to get the first vista point, where the player sees the goal of the temple for the first time nailed earlier on as the temple is the guiding, global landmark of the level and needs…

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Gam705: Level Set Up

This week was spent working on designing the 2D map of the level and completing the level design document, experimenting with and learning to use the Advanced Locomotion System v4 adapted by Jakub W (2021) and setting up the unreal project.  I started the week by working on gathering references as well as creating the 2D level map and the documentation to go with it, which can be seen in the previous post.  With a clear vision of where I wanted to take the level, I moved on to setting up the unreal project. As my focus for this project…

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Gam705: Level Design Doc

To make sure that I had a clear vision for the level I created a level design document for the level.  Though my focus for this project is on Cognitive Mapping I took the time to develop the overarching narrative for the wider game as well as the level I will be creating.  In industry, action/adventure games like the ones that inspired my level are all very narratively driven so I felt that taking the time to think about the narrative behind the level would be beneficial for the design process. Along with creating the level design document I also…

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Gam705: Project Pitch

This is my Major Project Proposal for GAM705.For this final module, I will be creating a fully playable level block out while also researching ways to intuitively guide players through spaces. Overview Over the course of this presentation, I will show my plan for the development and creation of this project, starting with looking at what my project is. Project Outline The question I will be answering is “How can level design utilise cognitive mapping to intuitively guide players in a non-intrusive way?” Cognitive mapping is the way in which we interpret and navigate the world around us with the…

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GAM705: Cognitive Mapping and How it can be Applied to Level Design

Cognitive mapping, also referred to as mental mapping and mental imaging, is a term first coined by Edward Tolman in 1948 which describes the knowledge that humans hold of their surrounding environment. Cognitive/Mental maps are formed as a result of us being “continuously engaged in the attempt to organise our surroundings, to structure and identify them” (Lynch, 1975). According to Kitchin, mental imaging is an intuitive ability as it is “responsible for geographical ‘survival’ knowledge — giving us a selective advantage in a difficult and dangerous world” (1994).  They are a mental device used to structure the complexity of the environment…

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Gam705: Thoughts and Motivation

Over the next few weeks, and for the final module, I’m going to be focusing on creating a project for my portfolio that allows me to further develop my level designing skills. I wanted this piece to be the centre of my portfolio and to demonstrate how my personal practice as a level designer has improved since starting the course.  When presented with the brief for this module I knew that I wanted to focus on creating a portfolio piece to further develop my skills and practice as a level designer.  I have always found it really interesting how a…

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