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The Architecture of Level Design The Path The path or circulation is the key to organizing good design. How you approach and move through a building largely governs the quality of your experience. You can think of circulation as a mechanism that supports the design. The spaces, functions and volumes that make up an architectural experience take place and are guided by the armature of circulation. You can apply this idea to lots of experiences, for example your route on a trip as a sequence of events, or your movement through a museum, and of course the critical path through a game, and not just a real-time 3D game but any game experienced as sequential events. Platformers, RPGs, isometric games, can all be thought of as organized around some idea of path. Circulation
Patterns Circulation
Components Entrances. In games, everyday elements may actually not be used in the way they were intended - you are probably not going to go in through the front door, but you need to know how to set up the scenario so that it functions effectively as a background to the gameplay. You can announce a lot about the character of the building by its entrance - almost like the load-screen for a level. Is it grand, ceremonial or a purely functional entry/exit? It is important to have a good transition. The approach should be designed in a landscape or city space so that there are gateways or markers that reinforce the sequence. Once you are actually in the building you should have an entrance room, so that you are not fed directly onto the circulation system Corridors. Corridors are the bane of architecture and level design - you can always try and design them out of your schemes altogether. There is less of an excuse for having them in games, because you can always create an opening or introduce a courtyard when you want to. You can almost introduce a set of game regulations where you don't have corridors that are longer than 50m long. However, if you absolutely have to have them, consider varying their height and width, introducing a syncopated rhythm of columns and openings, or ntroducing exterior views to courtyards or even skylights.
Stairs. While we are encouraged to exhibit our scripting skills by using elevators, like real-life they are a pretty dull experience. Unless, that is, you trying to defuse a time bomb as it plunges down a multi-story shaft. Or it is one of those dramatic elevators like at the Hyatt in San Francisco. Stairs are an opportunity to create some great set pieces. Think about all the grand-staircases in movies. You can really open up a volume of space. Landings can become the staging areas for mini-events. Is there room to do battle on the steps. It is not just a matter of getting from A to B. Is it a good sniping location? Or are there views ahead to an unexplored part of the level. ________________________________________________________ |
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