Reflecting on World Design
The process over the past year has taught and incredible
amount in regards to designing worlds and made me realise that I have been
doing this my whole life without even realising it. It has sparked in me a
passion for creating worlds and designing levels and laying out environments in
games. A 500 word blog post seems too small a word count to cover all that I
have learnt over this paper but if I had to pick three things that I have taken
away that have influenced me the most they would have to be: how to guide the
player, lighting, and designing a world
.
Guiding the player was one of our first lectures and
probably the most important and solidifying lecture for me. I never knew that
so much work went into guiding the player and once I had this lecture, I saw this
process in every game I played since. Things like placing large landmarks in
areas where the player can get their bearings seems obvious but is very
crucial. This allows the player to gather their bearings if lost or gives them
an objective and purpose to go somewhere. Placing in obstructions such as a
collapsing wall or fire or torches can also guide the player to where the
developer wants them to go without breaking immersion like placing invisible
walls can.
The second big eye opener I had was in regards to lighting.
Again I knew nothing about how important it was to play around with this when
creating a game. Lighting can honestly be, in my opinion, what makes or breaks
a game/scene. There are so many tools at a developer’s disposal to create fantastic
lighting in a level. I usually start with a basic directional light and sky
sphere and adjust those to what I need, usually I’ll choose a time of day and
adjust them accordingly. Next I’ll place in a skylight to soften shadows and colour
them if needs be, implement god rays on the directional light then move on to
atmospheric fog to really set the mood. Once I’m happy with all of those I’ll
use a post processing volume to add final touches to the scene.
And finally, my favourite part of the entire year: designing
a world. Nothing makes me happier than coming up with lore and narrative to
create a believable and entertaining world and this paper has truly ignited
that passion within me. I’ve found that I like to build a world from the inside
out, starting with a single city, getting to know its inhabitants, rulers and
culture, expanding out again and creating this areas outlying villages and
towns. So on and so forth until I have a region complete with unique lore for
each major town and the inhabitants within. Currently I am creating a world for
a Dungeons and Dragons campaign I plan on running next year and this paper has
been amazing for teaching me how to build my world so I can be a better Dungeon
Master and Game Developer. In regards to video games I learnt to build a level
from the landmark out, creating enough spatial awareness that the player can
see their objective from wherever there are in the level, while keeping enough
variation in design to keep the player interested in the environment and to encourage
exploration.
There is so much more that I have learnt throughout the
course of this paper, but I would just go on for days explaining everything I
have learnt about world design, so I’ll just leave it at this: this paper has
been the singular, most informative learning experience of my life.
Comments
Post a Comment