Tuesday 27 March 2012

Element of game design: Environment

As I did a list of rules for characters, I will be doing a list for environments as well:
♦ Compostition. Remember to visual the entire environment from all sides, not just one.
♦ Balance. Realism has to play a role to make the world believable to the gamer, even if it is only during the game experience.
♦ Lighting. A tiny dark cave in Siberia will not have the same lighting as a football stadium during a hot summer day.
♦ Purpose. Remember the main purpose for the environment is for the person to explore, and to interact with it. If the player can't, then there's not much point in having an environment.
♦ Research. If you have not done enough research for a level, it will show, and there will always be a critic to pick on any little mistakes.
♦ Size matters. You can recognise a building miles away, or an island, so if it does not work small, it will not work at all.
♦ Objects. Think of the story they tell, or how they define a space, what it is, who uses it, who will be there and what it is used for. Also, the interaction of the main character and how it can set off a chain of events.
♦ Atmosphere. Remember Tomb Raider and the creepy cave?

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