PRE-PRODUCTION – INQUIRY
Role: Level Designer/Level Artist
Intention (SMART GOAL)
By the 3/18 as part of Team 1, I will have watched tutorial videos to be able to make a good level design for the competition project.
Leader(s) in the Field
Training Sources
- 1:38 – Important point
- 1:49 – the 3 Main pillars of game design
- 2:08 – Player need to have an effect on the game
- 2:28 – Leave visual clues
- 2:38 – Good example of communication in a game
- 2:52 – Appeal (Importance)
- 3:13 – Appeal (What is it)
- 4:00 – Focus (What it is)
- 4:24 – Anticipation (What it is)
- 4:39 – Good example of Anticipation
- 4:57 – Player expectation
- 5:44 – Good example of game cheating
- 6:07 – Dynamics
- 6:52 – Sense of Progression (What it is)
- 7:00 – How to have a sense of progression
- 7:15 – Good example of a sense of progression
- 7:28 – Environment
- 7:43 – Use of space
Project Timeline
- Talk to my team and decide what kind of game we are going to make
- Decide the tiles we are using for the game
- Get everyone into unity collab
- Make the Flowchart
- Make a burn-down chart
- Make sketches of the objects (walls, obstacles, Interactables)
- Make a sketch of the world to see how the aesthetic feel.
- Add interactable objects after the sketch of the world is done
- See if the world is easy or relatively easy to navigate.
- Add objects from the backlog.