Thursday, 9 December 2010

Level Design

Previously, the title ‘Level Designer’  brought to mind a single lucky fellow spinning out level ideas of which were instantly transformed into reality by a group of obedient artists and modellers. They continually work with visually compelling imagery and.. well  ... I actually assumed it was a fairly easy job. How naive.

The amount of planning that goes into each of the designs is phenomenal. Building a successful map is an art form in itself. Working up to the final design requires a lot of trial and error before you get something challenging and entertaining for the player. Often they fail even after all of that effort… it’s not an easy job!

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Before any artwork is involved the team meet and discuss ideas. Intense planning and research ensues resulting in sketches, mood boards and check lists. After approval simple geometry is blocked out in 3D and shoved in front of any play tester they can get their hands on. This constructive input is put into consideration and the level is tweaked until unrecognisable.

Only then is the level given to concept artists to paint-over who work on the overall look of the level. It is then passed off to environment artists who make further tweaks and changes, adding level after level of detail until happy with the finished art.

Half Life 2 has a particularly successful level design. The maps have clear direction without feeling too constraining and the environments feel familiar enough to be believable. All of the levels flow beautifully and you always have a clear sense of where you are heading. Each level climax has been unmistakably imprinted into my brain, and I remember them clearly and fondly!

To me a successful level keeps the player moving at a consistent pace. I instantly feel underwhelmed when I think I have found a secrete passage that leads to loot but instead discover a mindless barricade or dead end. I feel betrayed as a double back on myself with nothing shiny to distract me. I think all paths should lead to a destination, even if the loot at the end simply consists of a worthwhile view – a tactic  beautifully executed by the Uncharted games…

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I also appreciate feeling orientated. Massive, complicated levels make me feel lost and panicky before I even get the chance to defeat any foes. If I haven't got a map, I find being able to see my final destination reassuring. Distinctive markers and worn paths help me keep track of where I have been and simply catching a glimpse of the destination in the distance acts as a comforter. I don't appreciate being surrounded by enemies whilst  feeling impossibly lost!

Saturday, 13 November 2010

Work…

… from the Loughborough train station. We visited near start of term but I never got round to posting them up. 

   Thumbs…

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..and a final.

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Composition

“To take photographs means to recognize – simultaneously and within a fraction of a second – both the fact itself and the rigorous organization of visually perceived forms that give it meaning. It is putting one’s head, one’s eye and one’s heart on the same axis.”

-Henri Cartier-Bresson

Bresson happens to be one of my favourite photographers. I love how his work oozes mystery and character.

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He is a master at compositional photography…

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This one in particular uses the golden ratio. How the brain and eye work together is fascinating stuff. Certain shapes and proportions are easier for our brain to decipher. Adrian Bejan, a professor of mechanical engineering at Duke University, in North Carolina, has made some interesting discoveries in the field of theoretic mathematics. He claims that the human eye is capable of interpreting the golden ratio proportions faster and more efficiently than any other shape.

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That would explain why so many of the old masters of art use these proportions in their work. Leonardo Davinci, Salvador Dali and Botticelli to name a few.

The Last Sacrament by Salvador Dali

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With the help of composition we can determine what we intend to make the viewer look at first, where they will travel and finally come to a halt. I have a geeky interest in finding pleasing compositions, particularly in photography. Oddly, I have only just implementing the same rules in some of my paintings. I guess I never put two and two together. I find it a lot more natural to think about things like leading lines and framing with a camera up to my face - though I have recently made much more of an effort to play around with composition in my thumbnails.

Although we concentrated quite heavily on composition in my photography course, I have learnt quite a bit more since starting Game art and simply researching on the interweb. I first planned to outline all of the aforementioned rules and give examples, but looking around, there are plenty of places that do that for you. Here is a particularly good one. Here is one that will entertain you with ridiculously out dated pictures but relevant information. Although both are aimed at photographers, I think the rules are interchangeable.

Here is an incredible resource for everything from composition to art materials. James Gurney has been a constant inspiration to me, and his blog is a gold mine of interesting articles and tips on how to become better artist. These two are my favourite blogs he has written with a compositional theme.

Some bullet points to outline the things I feel I still need to work on:

- Never run out of space, judge distances and proportions first before adding detail 

- Use a pencil as a measuring stick using this technique (I really need to do this more)

- Play with light and contrast to guide the eye

- Remember my contrasting colours from school. Keep an eye on colour temperatures and how they create atmosphere (warm colours draw attention, cool colours create space etc.)

- Be more creative with negative space

- Watch my object grouping ( i.e. a balanced piece reflects symmetry, calm and order and  an asymmetrical piece may draw attention to a point of emphasis or create disorder)

Here’s an interesting article on composition. The link takes you to one of my favourite page of tips on the site, but take a look around, it’s pretty useful stuff:top_logo

Wow, I think I have used too many hyperlinks in this post. Sorry.

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Sunday, 7 November 2010

Richard Preston

 

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Sunrise

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Ocean Sediment

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“Preston's work is imbued with the themes of relatedness, rootlessness, displacement and home; how universal forces replicate in the human the same forms exhibited in the Earth: the cycle of mountain building, the evidence of tectonic action, the forces of growth and decay, erosion - how a discontinuous continuity can be discerned through an in depth, patient observation and how we, as self-conscious beings, struggle to find personal relevance in this vast cosmos” – Prestville Art

I love that description.

This is Richard Preston's work with beading and textiles. These squares of colour remind me of my home! My family collect paintings, tapestries and statues from all over the world and most are laced with colours and beads much like these.

Sketches from the last few days…

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Urgh… yuk.

Though these horrid little sketches are simply speedy observational doodles, I cant help but feel disheartened when they turn out so. Darn. Shoddy.

Note to self: Must remember that PRACTISE MAKES PURRFECT.

Friday, 5 November 2010

Drawing Bradgate Park

Some watercolours…

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Some inks….

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Some sketches…

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A final prep…

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And a final piece! Here is the digital painting…

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Must speed up.