In previous instalments of this tutorial series we planned the look and feel of our level, but other than the initial brief we don’t have any details of what our player will face, or the timings and location. We need to define the flow of the level.
First off we will need to create a bill of parts that can form the list of what assets need to be created for modelling and texturing. This might be the best place to decide where some savings could be made with regards to repeatable assets. Obviously we don’t want to make the level repetitive, but there may well be places where elements can be reused, saving precious system resources.
Secondly, and more importantly, this is where we start to define the player’s journey through the level and it’s where we will lay out the ebb and flow of threat vs progress, both vital to the playing experience. The key to balancing these factors is often thought of as the rule of seven, which is a way of visualising how to introduce varying amounts of jeopardy for the player to deal with. There are many things that could make it onto our flow plan, from items of terrain blocking the path, enemies waiting to attack or power-ups and loot chests, offering potential advantage. Using the rule of seven (or multiples of it) we can lay these out to generate the flow our player will take.
هذه القصة مأخوذة من طبعة October 2020 من 3D World UK.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك ? تسجيل الدخول
هذه القصة مأخوذة من طبعة October 2020 من 3D World UK.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك? تسجيل الدخول
Nvidia GeForce RTX 4080 Super Founders Edition
On the surface, the GeForce RTX 4080 Super is barely any different from the vanilla GeForce RTX 4080 that was launched in 2022.
MCU VFX moments
Pros choose their favourite CG shots from the Marvel Cinematic Universe
Nosing around on Fallout
We sniff out the story of how FutureWorks brought The Ghoul to life with the creation of his iconic noseless face
DISCOVER RED GIANT GEO'S HANDY TOOLS
Heather Sterland introduces one of the newest additions to Maxon's suite of Red Giant VFX plugins with an atmospheric lunar creation
BUILD AND ANIMATE A FUN-FILLED ROBOT
Expand your horizons with Julio Benavides, who reveals his workflow for creating a charming hard-surface character
DESIGN STRIKING SCULPTS AT SPEED
Learn how to build 3D characters that balance visual quality and efficient workflow with pro advice from Oh Holy Mary
CREATE A CANYON ENVIRONMENT
Build a stunning desert setting with an expert walkthrough from Romain Eboli, who uses high-quality Quixel assets
TURN A 2D CONCEPT INTO AN INCREDIBLE 3D-PRINTED FIGURE
Concept artist Emily Chapman shares her process for sculpting, printing and painting an outstanding model to put on display
Goodbye SAIGON
Trevor Hogg gets held captive by multiple versions of Robert Downey Jr.while uncovering the visual effects of HBO's spy series The Sympathizer
IMPRESSIONISTIC REALISM
Trevor Hogg learns how the artisan aesthetic came to be for The Wild Robot