Level editingLevel editing has been a course I have been looking forward to for a while. I am a big FPS fan myself and whenever I play matches the level structure and flow has been something that has gripped my interest for years.
So I was thrilled to find out we were going to design a level for an fps FFA deathmatch. Getting to design the block out has obviously been the best part of it so far. Thinking about how the player flows through the environment. The use of high ground-low ground and utilizing the different mechanics like wall rides and jump pads to create interesting traversal objects is a joy to work on. The second part of the course is decorating and lighting the level which is fun but i prefer the design part a bit more. My level is called "Hydrolic" it is a sci-fi hydrolic powerplanned that has been heavely damaged and abandoned after a fight. I know it is box shaped and this is not ideal for the flow of a level I was actually really happy with the flow and got some pretty good feedback on it. I had some ideas to make the shape more interesting while still retaining the good flow but I simply didn't have the time since the decoration and material part of the course was starting and I needed to go on with that. I might try to make my ideas reality anyway if I find time for it during the holiday.
0 Comments
Leave a Reply. |
AuthorFlorian Gaeremynck Archive
June 2019
Categories
All
|