实例介绍
【实例简介】
"Preproduction Blueprint" is a complete system for planning your game environments and level designs. This could be for a playable level or a game environment exploration to show off in a portfolio. Planning process is called pre-production and what you end up with is a "Preproduction Blueprint". I
LEGAL: COPYRIGHT, TRADEMARKS AND DISCLAIMERS Preproduction Blueprint: How to Plan Game Environments and Level Designs Copyright c2016 World of Level Design TM LLC All rights reserved No part of the material protected by this copyright notice may be reproduced or utilized in any form, electronic or mechanical, including photocopying, recording by any information storage and retrieval system, without written permission from the copyright owner Every effort has been made to make this book as complete and accurate as possible, but no warranty of fitness is implied The information is provided on an as-is basis. The author and World of Level design LLC Shall havc neither liability nor responsibility to any pcrson or entity with respect to any loss or damages arising from the information contained in this book Limit of Liability/Disclaimer of Warranty: The publisher and the author make no representation or warranties with respect to the accuracy or completeness of the content of this work and specifically disclaim all warranties, including without limitations warranties of fitness for a particular purposc. No warranty may be created or extended by sales or promotional materials The advice and strategies contained herein may not be suitable for every situation. This work is sold with the understanding that the author is not engaged in rendering legal, accounting or other professional services. If professional assistance is required the services of a competent professional person should be sought. Neither the publisher nor the author shall be liable for damages arising herefrom. The fact that an organization or website is referred to in this work as a citation and/or a potential source of further information does not mean that the author or the publisher endorses the information the organization or website may provide or recommendations it may make Further, readers should be aware that internet websites listed in this work may have changed or disappeared between when this work was written and when it is read World of level Design LLC is an independent company and not associated, affiliated or endorsed by any products vendors or companies mentioned in this book Trademarks all terms mentioned in this book that are known to be trademarks or service marks have been appropriately capitalized. World of Level Design LLC cannot attest to the accuracy of this information Use of a term in this book should not be regarded as affecting the validity of any trademark or service mark Half-Life, Team Fortress, Counter-Strike: Global Offensive are trademarks and/or registered trademark of Valve corporation Adobe( Photoshop and its logos are registered trademarks of Adobe systems Inc in the United States and elsewhere C2016 Google Map Data, Google MapsTMC2016 Wikipedia r is a registered trademark of the wikimedia foundation, Inc Amazon c amazon. com Inc are trademarks of amazon com Inc, or its affiliates in the United states and/or other countries. all rights reserved World of level Design M is a trademarks of World of level Design LLC and Alex galuzin All trademarks and trade names are properties of their respective owners. All rights reserved Screenshots Half-Life 2. half Life 2: Lost Coast Counter-Strike: global Offensive. Counter-Strike: Source. Team Fortress, Left4Dead 2 O Valve Corporation, All rights reserved. Valve, the valve logo, Half-Life, the Half-Life logo, the Lambda logo, Steam, the Steam logo, Team Fortress, the Team Fortress logo, Opposing force, Day of Defeat, the Day of Defeat logo, Counter-Strike, the Counter- Strike logo Source, the source logo, valve Source and Counter -Strike: Condition Zero are trademarks and/or registered trademarks of Valve Corporation UDK CEpic Games. Epic Games, InC. Epic, Epic Games, Unreal Engine, Unreal Tournament, Unreal Content and Circle-U Logo are registered trademarks of epic games, Inc in the United States of America and elsewhere. All rights reserved Call of Duty: Black Ops C2010 Activision Publishing, Inc. Activision and Call of duty are registered trademarks and Black Ops is a trademark of Activision Publishing, Inc. All other trademarks and trade names are the properties of their respective owners Max Payne 2: The Fall of Max payne C2003 ROckstar Games Developed by remedy entertainment. Max Payne, Rockstar Games, Remedy Entertainment are trademarks and/or registered trademarks. All rights reserved No One lives forever 2 C2002 Sierra Entertainment. Developed by monolith Productions. No One Lives Forever, Sierra Entertainment, Monolith Productions are trademarks and/or registered trademarks All rights reserved Public domain images ACKNOWLEDGEMENTS I want to thank Stacey, my Mom and dad and my sister Olesya for their continuous support I want to thank all of my fans, readers subscribers who have visited world of level design. com and learned from its tutorials. I want to thank everyone who has purchased and supported World of level Design throughout the years, including you -reader of this book. Without you I would not be doing this I promisc to continuc to crcatc high-quality tutorials for you to bccomc the best lcvcl designer and gamc environment artist TABLE OF CONTENT Inner cover egal: Copyright, Trademarks, Disclaimers Acknowledgements Table of content The Secret Behind Preproduction Blueprint 11 Step Planning Overview How to follow“ Preproduction blueprint” ayable level or stand-Alone Game Environment Step 1: Ideas Step 2: Setting, Location and Theme Step 3: Project Purpose Step 4: Features Step 5: Photo/Video Reference and research Step 6: Sto Step 7: Objectives, Obstacles and Set Pieces Step 8: Focal Point Step 9: Top Down Layout Step 10: Visual Development Step 11: Making Lists Final: Preproduction Blueprint Thank You! Rofcrencc Preproduction Blueprint Worksheet Preproduction Blueprint Checklist THE SECRET BEHIND PREPRODUCTION BLUEPRINT WHAT IS PREPRODUCTION BLUEPRINT Preproduction Blueprint is a complete system for planning your game environments and level designs This could be for a playable level or a game environment exploration to show off in a portfolio Planning process is called pre-production and what you end up with is a Preproduction Blueprint. It is an essential step to finishing your projects. Unfortunately, planning tends to be a rushed part of the process or completely ignored When a house is built the owner must decide on a budget, find a building lot(land), create house plans, obtain all the permits and insurance, hire subcontractors, clearing the land and excavate, order and arranging utilities(plumbing, electric, water), lay foundation and deal with soil treatment, not to mention constant surveying and inspection of the land. All this before a single wall for the house goes up Up until this point, nothing is built that resembles a house. If any of the steps are ignored or rushed through. there is a higher chance of a faulty construction Lot of planning is required before a single wall goes up in this house (photo by paul brennan) Creating a game environment or a level design is very similar. Once you have an idea you have to go through the steps of knowing what you are going to create knowing what you are going to create how it's going to look · how it will play location where your environment takes place creating a top-down layout defining objectives setting a project purpose collecting photo reference o crcating a story visual development prototyping Rushing into a projcct without planning will most likely result in unfinished gamc cnvironment Good news is you don't have to worry about permits, land utilities and excavation. all you need is a solid plan of what your environment is going to look like and play prior to creating it 4 ESSENTIAL ELEMENTS OF CREATION Level design and game environment creation can be broken down to 4 essential elements 1. Planning or Preproduction: having a proper plan to follow. The vision of an dea to go after that is concrete and worthwhile to pursue 2. Gameplay: this includes BSP block-in and prototyping level design elements such as pacing, flow, objectives, set pieces, scripting, player progression, players experience and play-testing. It is the game level mechanics 3. Visuals/Artistic: this includes 3d models, textures, materials and lighting. The aesthetics of the game environment 4. Technical: knowledge of the 3d modeling software, level editors and art theory; this makes the first 3 elements possible e are going to focus on the first element-planning process or preproduction WHYIFAILED FOR YEARS AT LEVEL DESIGN AND GAME ENVIRONMENTS I used to rush into creating a game environment as soon as i had an idea. i didnt plan or research. I would jump inside the level editor or a 3d modeling software and begin building. For a few hours it was fun. The idea would begin to take shape and become real But then the entire project would begin to collapse As I encountered my first problem with the environment, I wouldnt know what to do next. I would make"in the moment, decision since I had no larger vision or a plan to follow As I continued to work through the project, more" ideas would come to me. Instead of sticking to a plan and a specific theme i would try to incorporate new ideas into my current environment. It would add more complexity to the project and make the environment lack consistency I would become overwhelmed and frustrated I would then think if i change the layout, update the theme and incorporate more ideas it would work Soon after, the entire environment would fall apart and i would end up abandoning the project Without figuring out why I failed, I would start on a new idea- new level design or game environment project. Thinking this time will be different. I will push through and finish Of course nothing different happened, because I didn ' t change my process. This persisted for few years I would often get mad at myself that every project I started did not get finished. It came to a point where I stopped creating maps and game environments gave up pursue other things. I began to believe that level designing and game environment art wasn't for uld I reached a point where i walked away from level design and game environments. I told myself i shou Over the next few years I studied filmmaking, drawing, painting, architecture, programming, web design, photography, business and management. I ended up graduating with b. a in Computer Animation from ringling College of Art and design But my love for level design and game environments never left. Throughout my 4 years in college I wanted to design game environments. i would always get ideas I wanted to create, environments I wanted to see come to life I was obsessed about level design and game environments. I just suppressed it and pushed it away For our senior thesis in Computer Animation, we had to create a 2-minute animated short film. Before anything could be modeled, textured or animated, we had to spend an entire semester during junior year in preproduction Preproduction or prepro as it was often called, was a full semester class where we had to create a story, design characters, props, visual style and all the environments prior to doing anything in 3d 【实例截图】
【核心代码】
"Preproduction Blueprint" is a complete system for planning your game environments and level designs. This could be for a playable level or a game environment exploration to show off in a portfolio. Planning process is called pre-production and what you end up with is a "Preproduction Blueprint". I
LEGAL: COPYRIGHT, TRADEMARKS AND DISCLAIMERS Preproduction Blueprint: How to Plan Game Environments and Level Designs Copyright c2016 World of Level Design TM LLC All rights reserved No part of the material protected by this copyright notice may be reproduced or utilized in any form, electronic or mechanical, including photocopying, recording by any information storage and retrieval system, without written permission from the copyright owner Every effort has been made to make this book as complete and accurate as possible, but no warranty of fitness is implied The information is provided on an as-is basis. The author and World of Level design LLC Shall havc neither liability nor responsibility to any pcrson or entity with respect to any loss or damages arising from the information contained in this book Limit of Liability/Disclaimer of Warranty: The publisher and the author make no representation or warranties with respect to the accuracy or completeness of the content of this work and specifically disclaim all warranties, including without limitations warranties of fitness for a particular purposc. No warranty may be created or extended by sales or promotional materials The advice and strategies contained herein may not be suitable for every situation. This work is sold with the understanding that the author is not engaged in rendering legal, accounting or other professional services. If professional assistance is required the services of a competent professional person should be sought. Neither the publisher nor the author shall be liable for damages arising herefrom. The fact that an organization or website is referred to in this work as a citation and/or a potential source of further information does not mean that the author or the publisher endorses the information the organization or website may provide or recommendations it may make Further, readers should be aware that internet websites listed in this work may have changed or disappeared between when this work was written and when it is read World of level Design LLC is an independent company and not associated, affiliated or endorsed by any products vendors or companies mentioned in this book Trademarks all terms mentioned in this book that are known to be trademarks or service marks have been appropriately capitalized. World of Level Design LLC cannot attest to the accuracy of this information Use of a term in this book should not be regarded as affecting the validity of any trademark or service mark Half-Life, Team Fortress, Counter-Strike: Global Offensive are trademarks and/or registered trademark of Valve corporation Adobe( Photoshop and its logos are registered trademarks of Adobe systems Inc in the United States and elsewhere C2016 Google Map Data, Google MapsTMC2016 Wikipedia r is a registered trademark of the wikimedia foundation, Inc Amazon c amazon. com Inc are trademarks of amazon com Inc, or its affiliates in the United states and/or other countries. all rights reserved World of level Design M is a trademarks of World of level Design LLC and Alex galuzin All trademarks and trade names are properties of their respective owners. All rights reserved Screenshots Half-Life 2. half Life 2: Lost Coast Counter-Strike: global Offensive. Counter-Strike: Source. Team Fortress, Left4Dead 2 O Valve Corporation, All rights reserved. Valve, the valve logo, Half-Life, the Half-Life logo, the Lambda logo, Steam, the Steam logo, Team Fortress, the Team Fortress logo, Opposing force, Day of Defeat, the Day of Defeat logo, Counter-Strike, the Counter- Strike logo Source, the source logo, valve Source and Counter -Strike: Condition Zero are trademarks and/or registered trademarks of Valve Corporation UDK CEpic Games. Epic Games, InC. Epic, Epic Games, Unreal Engine, Unreal Tournament, Unreal Content and Circle-U Logo are registered trademarks of epic games, Inc in the United States of America and elsewhere. All rights reserved Call of Duty: Black Ops C2010 Activision Publishing, Inc. Activision and Call of duty are registered trademarks and Black Ops is a trademark of Activision Publishing, Inc. All other trademarks and trade names are the properties of their respective owners Max Payne 2: The Fall of Max payne C2003 ROckstar Games Developed by remedy entertainment. Max Payne, Rockstar Games, Remedy Entertainment are trademarks and/or registered trademarks. All rights reserved No One lives forever 2 C2002 Sierra Entertainment. Developed by monolith Productions. No One Lives Forever, Sierra Entertainment, Monolith Productions are trademarks and/or registered trademarks All rights reserved Public domain images ACKNOWLEDGEMENTS I want to thank Stacey, my Mom and dad and my sister Olesya for their continuous support I want to thank all of my fans, readers subscribers who have visited world of level design. com and learned from its tutorials. I want to thank everyone who has purchased and supported World of level Design throughout the years, including you -reader of this book. Without you I would not be doing this I promisc to continuc to crcatc high-quality tutorials for you to bccomc the best lcvcl designer and gamc environment artist TABLE OF CONTENT Inner cover egal: Copyright, Trademarks, Disclaimers Acknowledgements Table of content The Secret Behind Preproduction Blueprint 11 Step Planning Overview How to follow“ Preproduction blueprint” ayable level or stand-Alone Game Environment Step 1: Ideas Step 2: Setting, Location and Theme Step 3: Project Purpose Step 4: Features Step 5: Photo/Video Reference and research Step 6: Sto Step 7: Objectives, Obstacles and Set Pieces Step 8: Focal Point Step 9: Top Down Layout Step 10: Visual Development Step 11: Making Lists Final: Preproduction Blueprint Thank You! Rofcrencc Preproduction Blueprint Worksheet Preproduction Blueprint Checklist THE SECRET BEHIND PREPRODUCTION BLUEPRINT WHAT IS PREPRODUCTION BLUEPRINT Preproduction Blueprint is a complete system for planning your game environments and level designs This could be for a playable level or a game environment exploration to show off in a portfolio Planning process is called pre-production and what you end up with is a Preproduction Blueprint. It is an essential step to finishing your projects. Unfortunately, planning tends to be a rushed part of the process or completely ignored When a house is built the owner must decide on a budget, find a building lot(land), create house plans, obtain all the permits and insurance, hire subcontractors, clearing the land and excavate, order and arranging utilities(plumbing, electric, water), lay foundation and deal with soil treatment, not to mention constant surveying and inspection of the land. All this before a single wall for the house goes up Up until this point, nothing is built that resembles a house. If any of the steps are ignored or rushed through. there is a higher chance of a faulty construction Lot of planning is required before a single wall goes up in this house (photo by paul brennan) Creating a game environment or a level design is very similar. Once you have an idea you have to go through the steps of knowing what you are going to create knowing what you are going to create how it's going to look · how it will play location where your environment takes place creating a top-down layout defining objectives setting a project purpose collecting photo reference o crcating a story visual development prototyping Rushing into a projcct without planning will most likely result in unfinished gamc cnvironment Good news is you don't have to worry about permits, land utilities and excavation. all you need is a solid plan of what your environment is going to look like and play prior to creating it 4 ESSENTIAL ELEMENTS OF CREATION Level design and game environment creation can be broken down to 4 essential elements 1. Planning or Preproduction: having a proper plan to follow. The vision of an dea to go after that is concrete and worthwhile to pursue 2. Gameplay: this includes BSP block-in and prototyping level design elements such as pacing, flow, objectives, set pieces, scripting, player progression, players experience and play-testing. It is the game level mechanics 3. Visuals/Artistic: this includes 3d models, textures, materials and lighting. The aesthetics of the game environment 4. Technical: knowledge of the 3d modeling software, level editors and art theory; this makes the first 3 elements possible e are going to focus on the first element-planning process or preproduction WHYIFAILED FOR YEARS AT LEVEL DESIGN AND GAME ENVIRONMENTS I used to rush into creating a game environment as soon as i had an idea. i didnt plan or research. I would jump inside the level editor or a 3d modeling software and begin building. For a few hours it was fun. The idea would begin to take shape and become real But then the entire project would begin to collapse As I encountered my first problem with the environment, I wouldnt know what to do next. I would make"in the moment, decision since I had no larger vision or a plan to follow As I continued to work through the project, more" ideas would come to me. Instead of sticking to a plan and a specific theme i would try to incorporate new ideas into my current environment. It would add more complexity to the project and make the environment lack consistency I would become overwhelmed and frustrated I would then think if i change the layout, update the theme and incorporate more ideas it would work Soon after, the entire environment would fall apart and i would end up abandoning the project Without figuring out why I failed, I would start on a new idea- new level design or game environment project. Thinking this time will be different. I will push through and finish Of course nothing different happened, because I didn ' t change my process. This persisted for few years I would often get mad at myself that every project I started did not get finished. It came to a point where I stopped creating maps and game environments gave up pursue other things. I began to believe that level designing and game environment art wasn't for uld I reached a point where i walked away from level design and game environments. I told myself i shou Over the next few years I studied filmmaking, drawing, painting, architecture, programming, web design, photography, business and management. I ended up graduating with b. a in Computer Animation from ringling College of Art and design But my love for level design and game environments never left. Throughout my 4 years in college I wanted to design game environments. i would always get ideas I wanted to create, environments I wanted to see come to life I was obsessed about level design and game environments. I just suppressed it and pushed it away For our senior thesis in Computer Animation, we had to create a 2-minute animated short film. Before anything could be modeled, textured or animated, we had to spend an entire semester during junior year in preproduction Preproduction or prepro as it was often called, was a full semester class where we had to create a story, design characters, props, visual style and all the environments prior to doing anything in 3d 【实例截图】
【核心代码】
标签:
Preproduction.Blueprint.How.to.Plan.Game.Environments.and.Level.Designs.2nd.Ed
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