Saturday, March 23, 2013

Avatar Trials: Level Evolution


In my last blog I mentioned that iteration is key. I am posting the evolution of the Avatar Trials level design.

The earliest levels I have are below. Level design is a lot more complicating than it sounds. It seems like you can just throw a bunch of assets in and be done. That works if you want a level that feels like poo. The pictures below may look very lame, but they could be a fun level to play on. The reverse is that you could have a beautiful level, but could play like crap. This post is about how iteration makes your game fun!





The pictures above were some concept art done by Derek Young. This was to show how the level layout of our main level and how the player gets around. This idea was mostly scrapped. This concept centered more about stealth and parkour. We instead evolved into a time trial game with floating platforms.





This was the first level created. It was on an island and this island would contain the player. They would have to run around the island to complete tasks and parkour.

This concept art was to show instead of being trapped on one island, the islands instead float in the sky. This creates tension with the player since if they fall, they die. We took the floating idea to the next level. In the current levels we use floating platforms and floating islands.

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This concept art was to show instead of being trapped on one island, the islands instead float in the sky. This creates tension with the player since if they fall, they die. We took the floating idea to the next level. In the current levels we use floating platforms and floating islands.

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Level design is all about iteration and play testing. Don't be afraid to throw everything out and start over, but learn from what you did. Also, don't make your game a secret. Let everyone play your game. Even people you know that don't play games. If they can't pick up and learn to play it then something is wrong.

Avatar Trials Level Pictures:

Avatar Trials Level Pictures:

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Challenges with Avatar Trials

     Avatar Trials has been a great experience. We are able to make a game at the top school in the nation for making games and instantly export our title to Xbox 360 for testing. We have a great team of 12 and two semesters to do it. However, there are great challenges in video game production.

    Unless you are a giant prodigy, making games is difficult from early concept to pre-production to marketing. As the art director for Avatar Trials: Ninja Uprising, I had some tough challenges to help get this game to the Xbox Live. Project management is one of the tougher parts of this project. When I work alone it is easy for me to get in a groove and create cool stuff, but in the groove I make things only a certain way. It is tough for me to hear criticism from eleven other people and make the change. The other way around I have to make decisions and tell people things need to be changed. Artists can get a bit emotional, but that makes artists great. I tried to change my style and help others too.
     Another problem is iteration. Iterations are huge in video game design. Avatar Trials went through revision after revision until we decided how we could make our game fun in the amount of time we had. I could not be attached to an idea that I liked if it was not fun. Video games should be at least entertaining. Iteration is key.
     I also had issues with staying to a rigid schedule. When school, life, and work gets in the way of my video game it was important to keep everyone on task. This is harder than it sounds. Everyone is busy and no one has time. Make Time!
    Finally, when managing a team communication is key. Making sure that everyone is on task and communicating with each other is vital. After 3 game projects I still have a hard time communicating and keeping everyone on the team talking to together.
    To wrap up: Be ready to throw out everything and start over. Work in a team. Iterate over your game. Create a schedule you can stick to, but don't burn out. Communicate! 

Friday, March 22, 2013

U of U #1

Did I mention that the video game design degree I am getting at the U is now rated numero uno? That seriously means #1. In the year that I will graduate I can say that the program I went through got rated #1! That is really awesome. I would like to thank Roger Altizer and Bob Kessler and EAE staff for making this possible. When I started at the U this program was only a few years old. It is amazing how far and fast this happened. It has been a wonderful ride making games. Thank you Thank you!

Saturday, March 16, 2013

Avatar Trials: Ninja Uprising Progress

We are really starting to nail things down and it has been a fun path. The level design and game design has dramatically changed ideas. It has been a rollercoaster. The level design once started out as one big island, then a bunch of small islands. Then, it became a coastal area with a mountain. Finally, we have reached this idea of sky islands and floating platforms. They are floating over water(with sharks!no...) and you will die if you fall into it. You are an incredible ninja that can't swim. Level 1 starts you out with all of your abilities. You will find scrolls that remind you want you can do while the level forces you to use certain abilities. This way we are directing the player down the path of learning the ninja's moves. We give the player "nets" that catch you if you fall, but you have to walk back up and try again. At the end of the level the player should know all of their moves. In Level 2 it is similar to the first, but without nets. The level is also more difficult. Level 3 is very hard and without nets. The player is told that they have no chance to defeat this level.

Normal Mapping

Dear world,

I really like normal mapping. It's like cheating. You create a low-poly model that looks high poly for cheap. I mean initially you may have to create a high-poly mesh first, but that is fun too! Some of the cool tools I use for this are photoshop, xnormal, crazybump, and the nvidia normal map filter. Xnormal is free and the nvidia filter are free. I highly recommend them both. Photoshop is obviously not free, but you could use gimp for the of the post effects. Crazybump has a free beta for mac users and a short demo for windows users. It is quite the program and you can purchase it for under $100 bucks for personal use. This takes a photograph and converts it to a normal map, specular map, AO, and displacement map with settings! However, I am finding that I like to use the xnormal and nvidia filters in Photoshop. That way I can fine tune my map the way I would like it to be. Overall normal mapping is cool and everyone should look into it. Thank you.

-Max