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執筆者の写真Wu Guanyu

25. Theory about Level Design Mapping Part 5

This is the summary of Emilio Padulo's Level Design Master Class.


· Complete the piece


LDD Contents

1. Overview

1.1 Campaign

1.2 Mission Location

1.3 Mission Difficulty

1.4 Mission Metric

2. Environment

2.1 Level Atmosphere/Mood

2.1.1 Story

2.2.2 Major Areas / Visual Thems

2.2 Map Objectives

2.3 Challenge Highlights

2.4 Actors

2.4.1 Player

· The Non-Strogg player model.

· There will be a machine gun / shotgun / and a limited ammo rail gun.

· Area 1 is the start location. This location is where the player will begin their journey.

· The main objective for this character (player) is to escape the facility.

2.4.2 NME List

2.4.2.1 NME Melee 1

2.4.2.2 NME Melee 2

2.4.2.3 NME Melee 3

2.4.2.4 NME Caster 1

2.4.2.5 NME Caster 2

3. User Interface

· Pre-Game Information

· There will be no briefing for the player.

· In-Game Information

· An objective menu will you come up at the beginning of the level and tell you that you must discover the power node.

· The next objective to come up will be find the nearest wxit which is in the main power node room. Therefore leading the player in that direction,

· The player escapes and the level is over.

· Post Game Information

· There is no debriefing. The game will reload the level once it has been completed.

· There will be no stats listed at the end of the level.

· HUD Elements

· The health / armor / gun / ammo will be listed in front of the player.

There will be no added information.

4. Gameplay

4.1 Gameplay mechanics

· Prerequisite Skills

· Skills Learned

4.2 Level Progression Chart

· Depicts gameplay, difficulty, and tempo over time throughout the level with Wow moments, Challenge Highlights, and Objectives clearly identified.

4.3 Level Flow Chart

4.4 Level Beat Chart

4.5 Level Layout

Overview



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