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Agung Toto Wibowo Feil, John and Scattergood, Marc, "Beginning Game Level Design", Thomson Course Technology,

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Presentasi berjudul: "Agung Toto Wibowo Feil, John and Scattergood, Marc, "Beginning Game Level Design", Thomson Course Technology,"— Transcript presentasi:

1 Agung Toto Wibowo http://gameprogramming.blog.ittelkom.ac.id/blog/ Feil, John and Scattergood, Marc, "Beginning Game Level Design", Thomson Course Technology, Boston, 2005

2 Basic Knowledge Fun Games are supposed to be fun. There is no magical “fun” formula that guarantees success time after time. Know Your Audience you have to find them. Internet, majalah, tanya langsung, chatboard, etc. Know Your Genre Ekspektasi apa yang diinginkan pemain. E.g asdw key. Empowering the Player Creative power : bring something into existence that wasn’t there previously, usually by combining separate, already existing objects or concepts. Sim City Destructive power is the ability to uncreate or radically alter the state of something until it no longer resembles its original form. Shooter game Manipulative power allows you to control other things. (control falling block, Lara move on Tomb Rider)

3 Challenges Central hub to gameplay. Time Challenge a certain amount of time to complete a task. Endurance Challenge Sort of the opposite of a timed challenge. Memory/knowlegde Challenge requires the player to know certain facts in order to win Logic Challenge requires the player to figure out a puzzle without having the answer beforehand. Resource Control Challenge use that resource to overcome an objective before it runs out.

4 Prinsip Dasar Ketahui genre anda Semakin tinggi level  tantangan semakin sulit Level berbeda  perbedaan teknik /pola permainan Next level  haruslah lebih menarik dari level sebelumnya.

5 Komponen Level Action Exploration Story Telling Puzzle Solving Aesthetics

6 Tahap Level Design Tentukan layout arena perbedaan posisi pemain (terrain), posisi bangunan, celah yang dapat atau tidak dapat dilewati, dll Kondisi arena menentukan pola pergerakan pemain / lawan Menciptakan tempat-tempat spesial Remember pacman Tentukan posisi entitas permainan posisi pemain, posisi lawan, posisi item, posisi save point, dll

7 Tahap Level Design Membangun proses transisi antar level Menentukan lokasi start dan exit player tidak merugikan / menguntungkan player (CS, WC) Tambahkan detail arena, animasi, sound, pencahayaan, dan music. Informasi lain Beda Genre, bisa beda tahap

8 Hal Lain yang Diperhatikan Hidden Mission  menggelitik pemain mengeksplore keseluruhan game Bisa digunakan pada pengenalan karakter.

9 Level Design Planning & Sketching Getting the idea. sketch gameplay or parts of the level before building them in the editor Blocking out to see if what you planned on a paper looks good in 3D and to check the scale before adding textures and details. Naming, Building and adding details to the level Sumber : http://www.gamedesign.net/node/1124

10 Level Design - Sketching

11 Level Design - Blocking out

12 Level Design – Building, adding details Tutorial lain bisa didapatkan di http://www.gamedesign.net/

13 Social Aspect

14 Culture, Gender Kecenderungan memainkan karakter yang mirip diri Kekerasan, SARA


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