OutBlock - rate 67,500 rub. from XYZ School, training, Date: December 1, 2023.
Miscellaneous / / November 28, 2023
Level design is the design of game spaces, levels and locations. Not a single game in which you can move is complete without a level designer: he is responsible for where the player can go and what emotions he will experience.
To make the course as useful as possible, we created our own content within which the locations will be created.
No need to know how to model - placeholders already ready, no need to be a programmer - code already written, no need to be able to work in Unity — we’ll show you where to start at the very beginning of the course.
When designing a level, you need to think like a player - understand how he feels and how he will act.
It’s much more important than just “doing it beautifully” - to think with your head and realize what exactly you want to tell the player.
This is exactly what our course is dedicated to.
The course is suitable for you if you
- Newbie, you love games and want to work in game development, but don’t yet know how to model, code or draw.
- You’re just starting to work as a level designer and want to improve the quality of your work in order to earn more and get more interesting tasks.
- Indie developer and want to create exciting levels for your own projects.
- You work as an environment artist and want to create not just beautiful, but well-thought-out locations
COURSE PROGRAM
Theoretical part.
1. Introduction to blockouts. The role of the level designer. What are blockouts and their role in the pipeline. The rule of the three Cs is Camera/Character/Controls.
2. Metrics. What is "metrics"? How to make a bad level.
3. Scale and types of spaces. Proportions and scale. Positive vs negative space. Types of spaces. Basic composition.
4. Perception of space. Emotions of forms. Visual language. Intuition, risk vs reward. Subconscious in navigation. Phobias and comfort. Patterns of behavior. gaming habits.
5. Navigation in examples. In-game navigation elements. Composition and guidelines. Light/color in navigation.
6. Mechanics inside spaces. Exploration design. Battle design + AI. PVP multiplayer.
Practical part.
1. Introduction to analysis. Methods for analyzing levels in games. Master classes.
2. Simple level. Learning the basics of working with 3D space.
3. Metrics. We collect the level taking into account the metrics.
4. Scale. Practice working with composition and volume of the scene.
5. Reverse navigation. Navigation awareness through invisible design techniques.
6. Combat design. Fundamentals of fighting arena design.
7. Light. We learn not to break the level with light.
8. Test. Final level of the course.