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Levels Design and Dioramas - Coggle Diagram
Levels Design and Dioramas
Levels and maps in Games
Environment
Backgrounds and Scenery
Cinematic shots in Elden RIng
Hollow knight backgrounds depending on area
helpful for navigation
Pokemon environments when walking to gyms or towns/cities
Pushing you on to certain areas subtly
Can be 2D or 3D
2D backgrounds can have the moving aspects or just static
3D backgrounds tend to be more interactive and be a pathway to other areas later on or story.
They both set a big tone for the game
can depict a feel for the games style too
Especially after Godrick in Elden ring You can see the whole map to explore
Alot of games can do environment based on difficulty
simple
desert = harsh
Survival games
different mechanics
thirst
Heat
predators
Green plains = easy/peaceful
start of the game
Legend of Zelda
Volcano = red = hardest
bosses
Obstructions to guide player
Layout can determine story line and progression
Level
Easy/simple
Super mario
one side to another with obstacles
The game clearly gets more difficult as you progress through
always the same layout to have miniboss then final boss in worlds
some different bonus levels for completion
some not neccessary but improve gameplay
Complex
puzzles
account for one straight path or multiple
Could be multiple endings
strategy game
being fair
High risk vs High Reward
Civilization VI
adds more thought into it
Competitive FPS
Having Sides fair
areas where certain guns can excel
Long areas for Snipers
Medium Assault Rifles
Close quarters shotguns + SMGs
places for good teamplay
not making "Rat spots"
Battle Royale
High Loot vs Low loot
Funneling areas
POIs
More popular than others
Force fights
Exciting
Tempo
RogueLites/likes
Process
Game Design Document
Theme
World building
creating an effective story
Purpose
Immersion and authenticity
Helping players but not forcing them to die
making it feel natural and enjoyable but still a chgallenge
Level Design in Real Life
Race Track
Same tracks used but with different routes
track can be more complex
pitlanes
corners
short straights
long straights
Sports Courts
Netball
Court in thirds
two nets at the end with a "D" around them only few can enter
adding restrictions for more thought and control
Basketball
Similar court to Netball
Football
Seperated to attack center and defense
Goals on either side
boxes and corners
Baseball
Different to other sports
made for sudden and controlled pathway
Playgrounds
Children play in different areas
Slides
Climbing frames
monkey bars
Giving the "player" / child multiple things to do in confined area
Dioramas
Models
Warhammer
Used to show stories and lore
Used to show certain styles of painting or kitbashing
DnD
Helps the players feel more immersed in to the games
Works the same way with videogames and it immerses the player more
Real life Tanks and planes
more so for real life replicas and for history
Can also be used to show different types of aircrafts and tanks in the actual
Game
Environment
View the compatibility between creatures or characters in the world and vice versa
interiors
Identify the different main objects in an area eg blacksmiths hammer in a forge
Examples for Final
helps the concept artists and environmental artists
Museum
Architectural
Scaled down view
Cities
be able to plan out traffic flow and electricals and more
Houses
Insides to get reference
Sizing and spacing
City block
Show reference to everything excluding interiors
Used to view future projects
Show the impacts
plan traffic flow
topographry
Topological