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Forbidden City Level Design Doc
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Level Design
Jose Bidegain Page 1
Level design document
Forbidden_City
Jose Bidegain
November 19, 2009
V 1.0
Level Design
Jose Bidegain Page 2
Overview
Forbidden City is a level for a first person shooter in the Unity Engine. The
following document describes the approach taken to determine the gameplay,
environment and visibility.
The level has been designed for a COD MW (Call of duty Modern Warfare) type
of shooter. Keeping in mind the type of gameplay, spaces, visibility and
environment used in that kind of game. Environment has been inspired by the
real Forbidden City (China).
1
1.0 Story and goal .............................................................................................................................................................. 3
2
2.0 Level Walkthrough ..................................................................................................................................................... 4
3
3.0 Concept ............................................................................................................................................................................... 7
3.1 Gameplay .............................................................................................................................................................................. 8
3.2 Environment .................................................................................................................................................................... 8
3.3 Visibility ............................................................................................................................................................................ 12
3.3.1 Open and closed spaces ....................................................................................................................................... 12
3.3.2 Architecture .............................................................................................................................................................. 13
4
4.0 Bibliography ................................................................................................................................................................... 15
Level Design
Jose Bidegain Page 3
1.0 Story and goal
The player will be put in the shoes of an American marine who together with
his captain will infiltrate into the Forbidden City through the river to the
west side of the level. Their mission is to save a number of hostages taken by a
Russian terrorist group. And retrieve Intel with information of the
whereabouts of the terrorist leader.
Area where the level begins, player will infiltrate underwater and begin their attack
Complex of houses where hostages are kept
Temple where Intel is located
Level Design
Jose Bidegain Page 4
2.0 Level Walkthrough
I will use examples from existing COD levels to explain how the Forbidden
City level will play out. The level will be divided in 3 main parts with
different kinds of experiences for the player.
The first part of the level will start with the player breaking into the
Forbidden City through the river and under water. From there on the
player and his captain will need to take out the 2 guards next to the river
so they are not spotted.
= Enemies
When the player finds himself inside the Forbidden City, he will need to use
his heart bit sensor located in his weapon to locate the rest of the guards
in the large and foggy space.
Level Design
Jose Bidegain Page 5
In the second part of the level the fog won’t be a big problem anymore
because the spaces are going to be smaller and more crowded. Here is where
the player will need to rescue the hostages by blasting the doors and
activating a slow motion scene, which will help take down the guards
without harming the hostages.
=Enemies
=Hostages
Level Design
Jose Bidegain Page 6
In the third and last part of the level the player will need to battle out
with a large number of terrorists from a lower position giving the enemy
the upper hand. The player needs to successfully neutralize all enemies and
secure the Intel inside the temple. When this is completed the player and his
captain will be extracted from the back side of the level by helicopter.
= Intel
Level Design
Jose Bidegain Page 7
3.0 Concept
The concept for this level has been created keeping in mind 3 important
elements which together will give the player an enjoyable experience
-Gameplay
-Environment
-Visibility
3.1 Gameplay
Paced gameplay
Call of duty games are known for their paced gameplay to try and
simulate an action film. Usually a combination of fast vs. strategic
scenes is used to keep the player from stopping the game. The
Forbidden City level will keep true to this kind of gameplay by
combining the elements all through the level.
Small spaces vs. big spaces
Just as in most or all of the call of duty games, the player will be
encountered with 2 different kinds of game spaces, which will
result in entirely different kinds of gameplay.
Small places will force the player to cover more, use short range
weapons, flash grenades and to be a little bit more aggressive.
Large spaces will be influenced by weather, large objects and
architecture to help the player move to its goal. Besides that the
player will also learn to be patience and think what the best
approach is.
Co-up
The player will also play co-up with an AI partner as it is
commonly done in COD. The AI partner will guide the player
through the level, give instructions and help take down enemies.
Enemy AI
The enemy AI will change depending on the difficulty that the player
chooses, making the enemy clumsier or smarter looking for cover and
better places to attack from.
Level Design
Jose Bidegain Page 8
3.2 Environment
The environment in Forbidden City is based on the architecture
from the real Forbidden City (China)
Reference from the actually blue print of the location will be used and scaled
down so the level is not too big and matches typical COD sizes.
Level Design
Jose Bidegain Page 9
Building blocks will be used all through the level to make
modeling’/texturing an easier task. This will be achieved by creating the
smallest size of building blocks as possible and build from them.
For example the roof’s
Building sequence
If we tare the roof apart we are left with about 3 unique materials bamboo,
cement and wood. The most important one being bamboo.
Multiple bamboo sizes will be built and textured with a ink push technique in Modo to save time
and give more variety to the roof.
Level Design
Jose Bidegain Page 10
The bamboo mesh will then be used to construct the roof in a straight position.
Then will be modified with deformers to replicate desired shape.
The final high poly mesh will be used to transfer normal, color and specular maps into a low poly
mesh, reducing the poly count by 10 times. This low poly mesh will be used and modified by
deformers in the level when needed.
Level Design
Jose Bidegain Page 11
The same principle will be used all through the level to create doors, walls,
floors and interiors. This way the level can reach the highest level of likeness
with the real Forbidden City without compromising performance.
3.3 Visibility
Visibility is normally used to help the player achieve its goals. But
in this level visibility will be used in more ways.
3.3.1 Open and closed spaces
The Forbidden City level will have a combination of open and
closed spaces. This will create an obstacle for gameplay to
work properly if it is not taken into account. Therefore fog
will be used all through the level, so that the player won’t be
spotted that easily in large open areas. Also the player will be
forced to the strategic approach mentioned before.
Level Design
Jose Bidegain Page 12
3.3.2 Architecture
Architecture by itself can work as a huge visibility aid for the
player, especially in fast paced games or scenes. These
architectural aids will come in several forms to guide the
player to its goal or to a safe location.
PATHS
“Build all MAIN paths tangent to the main building, in
arcades or glazed corridors, with a direct view into its main
functions”
A Pattern Language (Christopher Alexander)
There are thousands of examples that prove Christopher
Alexander’s theory and will come in handy in foggy
environments filled with enemies. The player will immediately
know where to go.
Level Design
Jose Bidegain Page 13
Main building
“People understand their surroundings and orient
themselves by making mental maps. Such a map needs a point of
reference. Some point in the direction of buildings which can
be very obvious, and so placed, that it is possible to refer all
other paths and buildings to it.
Without a main building, there is very little chance of any
natural points of reference being strong enough to act as an
organizer for one’s mental map”
A Pattern Language (Christopher Alexander)
The tallest and biggest building in the scene should be the
most important and most attractive in the level. Helping the
player find a way not only to the building itself but to other
places related to that large object.
Level Design
Jose Bidegain Page 14
4.0 Bibliography
-A Patter Language by Christopher Alexander
-ww.wikipedia.com