Categories
Architecture Level Design

Lessons from teamLab

Over the past few years, I’ve been fortunate enough to attend a number of exhibitions by the fantastic art collective teamLab. Ever since attending one of their smaller shows back in 2017, I’ve been captivated by everything they’ve done. After a recent trip to Tokyo, I attended the larger original version of the ‘Borderless’ exhibition […]

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Game Design Level Design Narrative

How Virginia keeps the player moving forwards

Having recently replayed Variable State‘s fantastic Virginia (2016), I’ve made a few notes on how I think the game uses linearity to it’s advantage to ensure players move the story forwards. Scene cuts The game implements match cuts – a scene transition technique adapted from film to quickly transport the player from one scene to […]

Categories
Architecture Level Design

Lessons in Architecture

I recently revisited Matthew Frederick’s ‘101 Things I Learned in Architecture School’, a fantastic book full of concise lessons that are applicable to various design disciplines and not just limited to architecture students. I have picked out 10 essential lessons, and then attempted to briefly explain them in regards to approaching level design in games. 1. “Use […]

Categories
Game Design Level Design

Composition techniques and player direction

Compositional techniques have always played a fundamental part in constructing aesthetically pleasing imagery throughout art history, specifically referencing the placement and organisation of visual elements. Established as a vocabulary for artists, the theories used were focused on achieving unity within these visual elements and guiding the viewer’s eye through them. After investigating compositional theories in […]

Categories
Game Design Level Design

Foreshadowing in level design

Foreshadowing is a technique that can be used to visually hint at an upcoming area of the map to the player. Previewing a future location ahead can create an element of anticipation and tension, whilst giving a sense of orientation within the world. The technique can also be reversed, to frame elements of the map […]

Categories
Game Design Level Design Work

2 week Source project

‘Rebel_Bunker’ is a Half-Life 2: Episode 2 map I recently finished working on; the primary goals of this project being to get me back into actually creating levels on a regular basis, and more importantly giving myself a strict deadline and making sure I delivered a finished product at the end of it. Though this […]