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Author Topic: 3D Level Design - Creating a Satisfying Experience  (Read 2780 times)

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3D Level Design - Creating a Satisfying Experien...
« on: April 17, 2007, 03:06:54 am »
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I posted an article on Binary Phoenix about 3D level design and what makes a level truly good.  This is the first of many articles on the subject (I don't want to look at this one-dimensionally-- parden the pun), but I'd like some feedback if any of y'all have the time.  Thanks!

http://www.binaryphoenix.com/?action=viewarticle&aid=22
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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #1 on: April 17, 2007, 05:06:08 pm »
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Great article. I couldn't agree more.
What would Doom 3 be without the dark, scary corridors followed by a zombie rushing out of an air vent and clawing you to death?
Or what would Kirby 64 be without the bright, colourful textures and lighting?
...This gives me an idea. We COMBINE Doom 3 and Kirby 64.
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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #2 on: April 17, 2007, 09:50:02 pm »
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Great article. I couldn't agree more.
What would Doom 3 be without the dark, scary corridors followed by a zombie rushing out of an air vent and clawing you to death?
This:
 Doom 3 Voodoo 2 GF Card
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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #3 on: April 17, 2007, 10:02:43 pm »
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Great article. I couldn't agree more.
What would Doom 3 be without the dark, scary corridors followed by a zombie rushing out of an air vent and clawing you to death?
This:
 Doom 3 Voodoo 2 GF Card
My eyes are bleading :(.
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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #4 on: April 18, 2007, 04:18:37 pm »
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Great article. I couldn't agree more.
What would Doom 3 be without the dark, scary corridors followed by a zombie rushing out of an air vent and clawing you to death?
Or what would Kirby 64 be without the bright, colourful textures and lighting?
...This gives me an idea. We COMBINE Doom 3 and Kirby 64.
BRILLIANT!  And thanks for the compliment.  I spent a lot of time figuring out what it was that I liked so much about that darn Forest Temple in OOT, and decided to write that article about contrast and why it was so freaking satisfying.  I mean, a lot of it was obviously the complexity, but the accomplishment, the emotion, etc... it just made that level win for me.
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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #5 on: April 18, 2007, 04:25:36 pm »
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i fink it needs soem pix :P :D :P :P :D :P
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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #6 on: April 18, 2007, 04:35:17 pm »
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Probably... I'll have to add some (if I can, if not I'll have to talk to Tim about it).  Anyhow, I'm hoping to do more tutorial-esque stuff in the future. :)
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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #7 on: April 18, 2007, 04:38:59 pm »
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Quote
(if I can, if not I'll have to talk to Tim about it)
Course you can;

Code: [Select]
[image src="fileurlhere" alt="tooltip here"]
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aab

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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #8 on: April 18, 2007, 06:06:02 pm »
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Your key rule is my attitude to everything in existance - I use it to justify war as a nessecity in the evolution of civilized nations and the avoidance of stagnation (that and Gundam Wing references).
I use it to justify -not- mixing Muller corners with their corners until ive only some of it left.
I use it to justify Meshuggah as ruling.

Of course, were it all relative, there would be no possiblility of their existing correct morals; Well, there doesn't, but theres a range within which it all works.. An extent.
Sometimes providing too much contrast all the time fucks !@#$% up with a generic, obvious and homogeneous tone that sucks only from the weak.
But the rule still holds, for it is applied to everything, and that means itself; Even levels contrast themselves, need to be contrast.
This is why Killswitch engage suck.

There also has to be a slower wave of overall contrast between levels, independant of the instantaneous events that create the tighter contrasts mentioned in the article - You need soft calm villages, relaxing scenes, reflection, fast paces riots, scary goins on O_O.
eg, take dungeons being dungeons, and the overworld NOT being dungeons.
The divide is very relaxing and an integral part pf zelda games.

Global contrast => global expectation. The article mentions expectation of course, and likewise to little events,. there are alot of obvious expectations - Evil powerfull end bosses, harder dungeons, misery right before the light at the end. Expectations to be fullfilled, twisted, turned, made to look like their not going to happen and then only to fall out of the sky.

This article is something  valuable, good reading material for inspiring or directing aspiring designers towards the right ideas.
It wasn't really specific to 3d level design.. The same rules can be applied to any 2d scene, and even the same examples (falling down holes, seeking for bomb walls, freezerz jumping out of walls in the first, silent, calm, still light-coming-in-it-peacfull entrance room of the ice dungeon; Even my sentence there, with the '-'s inbetween the words to throw those words together and emphasise my point dramatically.

This, is a lesson for LIFE.
Apply the wise possums words to your cloths, your food, your music.
« Last Edit: April 18, 2007, 06:10:45 pm by aab »
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I ♥ Sol
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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #9 on: April 18, 2007, 06:26:00 pm »
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XD, I love you aab.  You're freakin' awesome.

But with 2D level design it's more about deception than emotion, IMHO. :P
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aab

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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #10 on: April 18, 2007, 06:32:27 pm »
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I cry when my yoshi falls down a pit.

And i fear, and feel, when i have to do magic mushrooms and fire leaves just to defeat bowser.

..Nah, i agree, but then again, 2d is open to emotion, it just wasn't part of it back in the day.
With modern Dynamic music tracks, more space and speed and larger teams to make such things happen, and more emphasis on stories being important, if snes games were made now with the general gaming target audience in mind, emotion would be important.
I mean, take it as far back as Space raiders.. They didn't have the choice of emotion.
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I ♥ Sol
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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #11 on: April 18, 2007, 06:38:49 pm »
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You're right.  Especially when you look at things such as the GameBoy Zelda's... some parts of that were pretty intense.  In fact, Link's Awakening drew me in almost more than Ocarina.  Good times.
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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #12 on: April 18, 2007, 07:03:12 pm »
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2D does contain a lot of emotional elements.


Just look at the anger, the sadness, the determination in Mario's eyes. It truly defines his character.
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Dantztron 3030

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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #13 on: April 18, 2007, 11:10:03 pm »
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Excellent, excellent read. The feeling of accomplishment really is a hallmark of Zelda...and something I find very endearing about the series.
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well i dont have that system and it is very hard to care about everything when you are single

aab

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Re: 3D Level Design - Creating a Satisfying Expe...
« Reply #14 on: April 19, 2007, 08:04:02 pm »
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2D does contain a lot of emotional elements.


Just look at the anger, the sadness, the determination in Mario's eyes. It truly defines his character.
Exacly!
His arms are so tense from the stress and weight on his mind that they have jagged square edges!.
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I ♥ Sol
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