Sunday, 23 November 2014

Level Concepts

Over the last week I have put together 3 level designs which have been brought forward in the development team’s weekly meeting. The response to the concepts was of a positive aspect after careful explanation of the level’s flow and the overall design thought processes.

Citadel Concept Drawing

The first concept that was drawn was the concept of a map named Citadel. The idea behind this map is that it was to be based as the centre of a civilization floating through space, a civilization surviving in its own mini-atmosphere. The game play style behind this map would be that of a fast paced style allowing players to exploit the mechanics on the environment at a fast rate and incite players not to ‘camp’ around the map. The map would also feature three different tiers allowing the game to be played by a larger number of players, as the multiple tiers would allow the players to disperse more.


Station Concept Drawing

The second concept created was that of the concept map Station. The inspiration for this map was to be based on the main deck of an interstellar space ship. This would allow for hallways branching off of the main deck where sleeping quarters would be located. These can be seen in the concept on the left and right and side sections of the map. There would also be a section with a viewing window where there would be either an image of a planet or galaxy. By including this it would open the opportunity to create an eye-catching visual effect which could be seen as a focal point in the scene for battle. The map also has two tiers allowing for surprise attack elements and the inclusion of jump pads so that the two tiers can be easily scaled.

Spire Concept Drawing

The final concept drawing created was a concept map called Spire. The map Spire is based on a planet full of oceans where by a superior alien race has planted a beacon in which to set up an invasion from, this being the spire in the centre of the map. This was the outdoor environment map that was created and it features an element where by that every so often a timed tsunami kills all players below a certain height, for example all players not on the spire's top platform or the main hill. This would create an element of panic once the players have been warned which would lead to survivor style game play, this potentially being one of the unique selling points of the game. Due to the large size of the map the game would encourage a slower pace of game play, meaning longer ranged weapons and a more tactical approach to how the how is played.


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