WEEK 5&6: A GIGANTIC LEVEL! (OPEN WORLD LEVEL DESIGN)
Hi friends! I hope you are doing well! Thanks again for joining me yet on another week of this super adventure! This week, I will talk to you about what I did during week 5&6 of the course Level Design For Games on CGMA. The assignment this time was on 2 weeks as we needed to do a map that would be way bigger than usual. This time, we're tackling the subject of Open World Design! We also started talking about document making. Not my favorite part I admit, I'm definitely more a person of action! 😋 But I really enjoyed doing a little map and doing a little more preparation is good I feel.
ASSIGMENT
Here are the requirements for this 2 week level:
- Theme is Lunar/Planet type Base
- Use the Character Blueprint of your choice
- Make a One Pager with a world map describing your idea
- Create a more Open World level
- Design different district/part of the map that could have distinct visual identities
- Concentrate on large elements
- Have interior and exterior spaces
- Implement environment storytelling
- Make some cool landmarks and create interesting compositions
- Create barriers or edges that fits the theme of your level
Here's a little recap on things I wanted to improve or learn with this new assignment:
- Try to guide the player visually from one space to another
- Improve my compositions
Now, let's get to work!
LETS DO THE WORK!
During this 2 week assignment, my process did not really change that much, but I took this opportunity to refine my design a little after the first week. I think the fun thing was really to get feedback and be able to iterate on the subject. I love iterations, so this was really fun!
1. BRAINSTORM / MOODBOARD & INTENTIONS
If you have seen my previous videos and blog post, you now know that I love this part! I find references that I find cool, make a chaos in PureRef, than I narrow down a little to what I really want to do by asking myself some questions, identifying the references that really excites me and than I have my idea for the project!
I decided I would go with a brutalist inspiration (my 90%) with a little twist that this is a Salt mining planet (my 10%)
WHO: A Sheriff
WHEN: Future
WHERE: On a Salt Mining Planet
WHAT: Investigating a murder
WHY: It's your job! It's the first murder in this community, let's not make it a habit!
HOW: Explore the space, find clues, investigate the crime scene and talk to NPCs to gather information
2. ONE PAGER
As said previously, this week, we needed to do a one pager with a little map. I started by doing some sketches in my sketch book to get a rough idea before I would do a more clean version that I would put in my one pager. I also tried to find cool names, it can be pretty hard, especially as a French speaking person who needs to find cool English names! 😋
3. FIRST BLOCKOUT
My first block out was WAY too big. It was gigantic and very hard to navigate. I was able to block out almost everything that I wanted to do but I quickly realized a couple of things:
1. My character is only running, I need to reduce the space if I want it to be any fun
2. My landmarks are way too small. We could not see the tower from far away, neither the electrical posts. It just lacked a coherent sense of scale
3. I had no story in mind, so I didn't know where to put my efforts or direct the player!
I also spent a lot of time figure out how I could use the terrain tool to my advantage. I've played with it in the past but I haven't done a level with it yet and I wanted to start thinking about this.
Still, I modeled and imported some assets that I would end up using on week 2 so it was not a waste of time!
4. REDOING THE LEVEL / BLUEPRINTS & GAMEPLAY ELEMENTS
During the second week, I scope the layout down a lot! It still ended up pretty big I feel, but it was more fun to navigate. I ended up making myself a little pack of blueprint actors assets I could use here and there to populate the space. It was super helpful to get to know how to do this! Also, I made myself a little chart of what the story could be. It was not linear and I don't really know how to do this in blueprint but I'm sure it will come! All and all, I think the space feels way better even though I did not have the time tu push it to the level I wanted. Let's do a play through so you can see it all! 😊
5. LETS PLAY!
Here's a little video of the gameplay! :)
KEY TAKEAWAYS
Definitely, the bigger the level, the more time it takes to make. That's obvious. I did not think it would take me this long to do all of this and although I'm satisfied with what I've done, I wish I had more time to implement all my ideas. It was quite a challenge! I think I was previously afraid of making super big elements but I kinda embraced it with this level!
TO KEEP:
- Gigantic landmarks works well!
- I think the little red cubes to pickup clues were a fun mechanic
- Making blueprint actors/prefab to populate my space was cool!
- Adding cues for where we could put story elements like signage or things like that is fun!
TO IMPROVE:
- I think I could have used more of the red clue cubes to add elements to the story. It would have also added some more things to do
- When there is no gameplay in a space, I should just limit the access to it so I don't confuse anyone
- I think the clinic could be a more interesting space. It's only functional right now
- I think it could be fun to add some lines here and there from your character interacting with the world
- Also, I would just like to finish the map really!
TO LEARN:
- I would love to learn how to make a better mission system
- It would also be interesting to do a mini map or at leas a visual cue for your objective
- Something that would also be nice would be to have more than one line in dialogs
- Maybe also learning how to placeholder some cameras for potential cinematics
There's just too many cool things to learn! I'm having a good time, although I wish I would have had more time on this one. It was very huge. As always, I've done a little video for the ones who like more this format. You can see the whole series on my Youtube chanel.
Thanks for your time! I hope you enjoyed it!
See ya!
- Caro