Please enable JavaScript.
Coggle requires JavaScript to display documents.
Level Design, It is important to understand how lighting can completely…
Level Design
-
-
-
Mood
Texture
Stylized
Creepy
Would still be very cartoonish looking, however, will still have that unnerving vibe of something looking degraded or old that gives you a sense of no security. This will, however, affect the immersion as it doesn't look realistic which can be a downside but it completely depends on what you are looking for.
Calming
Would most likely look very polished and clean and very bright colors, somehow making it look very vibrant and pristine. If anything was to be broken, it would have very smooth and fine edges to add to let people know it isn't supposed to be realistic by any means
Realism
Creepy
Things would look very accurate and will really show details in the smallest parts but it does mean it has to stick to look accurate. Things like this will make sure stuff that is old looks like it has degraded and elements of weather have affected whatever objects you have in a scene with this style.
Calming
Things would have to look open so like an open field with loads of realistic vibrant colors and just allow people to feel the mood of the game whilst things still be accurate. Examples like this will be the opposite to realism creepy in the fact that although you want objects to reflect the world conditions, I would personally adapt them to show off how they would look in their best condition.
It is important to understand how lighting can completely change how a level will look. For example, you wouldn't have twisted old decrepit trees with a bright clear sky and well-lit background but instead, you would have a night scene with fog and the area will be very gloomy.
When it comes to level design, it is important to make sure that everything has the right dimensions and that also with other objects that they are in proportion to one another. For example if you were to have a character that was to fit through a doorway you dont want the character to hit their head along the top of the house but on the other hand you also dont want such a clearance where it looks unrealistic.
Here I have a list of environments that people would usually use within level design, i tried to pick stuff that i have mainly saw in games. This is important because there is usually certain reasons they dont include certain environments.
When it comes to structures in level design, its necessary to make sure you create the right sort of structures for the area of the map, a good example would be to not have big buildings in a village or a suburb and vice versa.