Pages

Showing posts with label research. Show all posts
Showing posts with label research. Show all posts

Monday, 10 May 2010

Research - Refresher of references

As the level's style was not going in the direction as planned, I decided to carry out some further research and find some refreshing inspiration. I put together three collages of images for reference. One for the train station, one for the street and one for the office environment . . .


I am particular interested in emulating the red and green paintwork of the cave effect platform (middle right). This will give the level a more unique identity.

The streets in Dubai are fairly open and I wanted to create this same sense of space within the outdoor areas of my level.

There are some very grand interiors in the emirates and recreating scenes such as this will give the level a real 'wow' factor.

Saturday, 23 January 2010

Research - Modern Interiors

It is very important that I research interior design for my level as about 20-30% of the level will be inside buildings. The interior of the 'Burj Al Arab' (Dubai) is a stunning sight . . .


This image of the interior of the 'Burj Al Arab' has a certain 'wow' factor attatched to it. This is created by the symmetrical architecture and dynamic lighting. Another image of the interior of this hotel shows more of the wonderful patterned architectural layout . . .


Although this images effect is mostly to do with the angle from which it has been taken, it is easy to see the modern stylings mixed in with traditional arabian influences. Below is an image that I found via 'google images' by typing in 'futuristic office' . . .

The design of this table with seating and overhead lighting is very simplistic and very clean and white. I would like the interior furnishings of the office areas in my level to be minimalistic, yet purposeful and eye-catching.

Friday, 22 January 2010

Research - Workflow

I have been researching into the level design workflow som that I am better prepared when it comes to building my Half-Life 2 single player level. I found some useful articles on http://www.worldofleveldesign.com/

I found this article especially useful . . .

http://www.worldofleveldesign.com/categories/level_design_tutorials/worklfow_dm-icyapex-unreal3/level_design_workflow_tutorial.php

. . . and this article on how to increase your productivity was also very interesting . . .

http://www.worldofleveldesign.com/categories/productivity_goals/60-60-30-of-level-design-productivity.php

It is important that I am efficient in planning my time to ensure that the level is not rushed.

Thursday, 21 January 2010

Research - Colour Theory

Colour theory is a very important aspect of level design. The choice of the colour palette is a choice that can greatly affect the mood and overall feel of a game level. Below is a standard colour wheel showing primary, secondary and tertiary colours . . .


The colour wheel is set up so that opposing colours are complimentary to each other. Colours, when used harshly, can indicate extreme temperatures.

In the screenshot of FarCry (CryTek), the colour palette is very vibrant and fresh. It contains a lot of greens, blues and yellows to portray the beauty of the secluded pacific island . . .


Compare this to a screenshot from Gears of War (Epic Games) . . .


The colour palette empahasises a lot of greys for a very different feel. Both games have, in my opinion, colour palettes used to great effect to portray the overall moods and emotions within their levels. This is something that I should regard highly when creating my custom Half-Life 2 level.