This is the summary of Emilio Padulo's Level Design Master Class.
· The Style
· Creating your own style
· Lighting
· Colors
· Color Palettes
· Color Schemes
· Deciding on a Color
1. The Style
· When we talke about style, this is the unique appearance of the level / environment.
· This can be a number of things that make it unique:
· The choice of arcgutecture
· Textures
· Lighting
· Color Palette
· When there is no clear art direction set in stone, this makes our level feel bland and not original.
· In order to stick out and creat your own identity among multiple other designers, your style has to be uinque.
· Some things to keep note when deciding what your art style will be.
· Is it realistic?
· Is it cartoonish (what era)?
· Abstract?
· What color palette am I using?
2. Creating your own art style
· If there is no concept artist and your not comfortable creating your own concept art, then its time to tit the internet again!
· Collecting reference images to help define the exact art direction you want to go in is crucial when it comes time to recreate it in game.
· You should now be looking at:
· Video game images
· Other concept art
· Paintings
· Film
· This will help you identify what your core style will be.
· But not only that, you must also look similar style as well such as:
· Colors
· Lighting
· Architecture
· Tone / Feel
3. Lighting
· Lighting along with color are the pillars that drive the art direction of you level / environment.
· Lighting is not only used as a toolkit to guide the player but also creates the mood and atmosphere of a level as well.
· Defining the opacity or the darkness vs brightness of a level will change how the player will react to it.
· When deciding how Dark or Light a level wiil be, keep in mind a few key things.
· It is not necessary to always have large contrasts of dark and light areas in a level.
· Light must set the atmosphere as we said but also give the player a clear indication of what the theme is for your level.
· There are 2 lighting contrast that preform very specific roles when used.
· High-Key Lighting: this is when we reduce lighting ratio in a level to give off a more uplifting and higher tempo mood.
· Low-Key Lighting: here we have an increased contrast to lighting which plays off as being more dramatic and intense mood.
4. Colors
· When we look at colors, we talk about an infinite amout of possibilities.
· Color really bring on the emotional and psychological aspect to a game.
· When a player interacts with any scene color are the first thing they see.
· Color psychology and theory is a very interesting tihing to both understand and apply in your level / environment.
· When we loot at colors, they invoke certain emotions.
· Lets take a look at some to get a better understanding of it.
Red
Positive: Negative:
· Love · Anger
· Energy · Defiance
· Strength · Aggression
· Physical Courage · Danger
· Excitement
Blue
Positive: Negative:
· Intelligence · Coldness
· Communication · Aloofness
· Trust · Emotionless
· Serenity · Unfriendliness
· Coolness
Green
Positive: Negative:
· Harmony · Boredom
· Restoration · Stagnation
· Growth · Toxicity
· Nature · Decay
Yellow
Positive: Negative:
· Optimistic · Impulsive
· Cheerfulness · Fearful
· Enthusiasm · Empathetic
· Fun · Cowardice
· Wisdom · Impatient
· Analytical
· Creative
Purple
Positive: Negative:
· Psychic · Corrupt
· Magical · Immaturity
· Mystery · Impractical
· Fantasy · Pompous
· Futuristic · Social Climber
Orange
Positive: Negative:
· Extroverted · Superficial
· Adventurous · Over-bearing
· Risk-taker · Pessimistic
· Informal · Overly proud
· Agreeable
5. Color Palettes
Warm Colors
· This would be exclusively Red, Yellow, and Orange.
· They encompass warmth when they are mixed.
· They remind us of fall or even a sunset.
· When using warm colors in video games, they can signal a few things to the player.
· Warm palettes can evoke a warm and comfprting area.
· They can also inspire aggression and intense situations.
Cool Colors
· These colors would be Blue, Green and Purple.
· When mixing this palette together, it brings a more cool and relaxing feeling.
· They remind us of water, grass, or nature in general.
· Cool colors are often used to signify technology such as holograms.
· In video games, this isn’t any different. Most sci-fi games use cool color palettes.
· This is used to represent a healthier purified society.
· When mixing few tones of warm colors, it can set the tone.
6.Color Schemes
Dystopian
· Generally, the use of Brown, Gray, and Black represents a more “Empty” palette.
· This reminds of a ghost town often depicted in the film.
· This Dark hue color palette creates an opportunity for the use of brighter colors.
· When deciding what colors you wish to use as key highlight markers, keep in mind the psychology of color.
· When any color is used in this dark palette, it stand out right away and induces the emotion attached to it.
Cyberpunk
· This color palette is a mix of neon Purple, Pink, Teal, Blue and Dark Blue.
· The use of these colors creates a dark world full of excitement around every corner.
· It’s all about the use of high contrast in deep shadows, and creating bright highlights.
· This color palette relies on applying the right texture and color of light.
· This allows the designer to highlight key identifiers for the player.
Acrhomatic
· Any color that any chromatic content would be considered achromatic.
· Near neutrals are any hue or lightness of:
· Brown
· Tan
· Pastel
· Dark colors
· Pure achromatic colors are:
· Black
· White
· All Grays
Monochromatic
· Monochromatic is (shade, tone, tint) of a single hue of a color.
· To attain a tint, add white to the hue of a color.
· To attain a shade or a tone, adding black, grey or darker colors.
Analogous
· Groups of 3 colors that are next to each other on the color wheel.
· One color being the dominant (Primary / Secondary) and the other 2 on each side complimenting it.
· This type of scheme creates a rich, monochromatic look.
Complementary
· A pair of colors that are opposite to each other on the color wheel.
· They also cancel each other’s hue by creating a (white, black, or gray) mixture.
· When they are paired together, they create a sharp contrast and stick out.
Triadic
· The use of 3 colors equally spaced out on the color wheel.
· They form a perfect triangle between each color.
Polychromatic
· It refers to a scheme that has several colors in it.
· The term often refers to the styles of architecture, pottery or sculptures.
7. Deciding on Color
· The main thing to remember is that when using colors, you must always keep a balance.
· There must always be 1 color that dominants the scene and others help to compliment it.
· The dominant color is more often a Primary Color and Secondary colors helping support it.
· Never share a scene with colors equally!
· Colors and Lighing work in tandom.
· Use darkness and light to highlight an area you want to player to see.
· Players tend to go towards areas that are brighter for obvious reasons, so don’t add OCRs in dark spots that the player willnever find.
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