Month: September 2015

Feedback from the first presentation

Feedback from the first presentation

After presenting, the main feedback I was given on my presentation and the project as a whole was to not just look at horror elements in games, but to also look into certain films (Such as Alien) and note how they evoke fear, and why it’s so effective. They suggested I then incorporate some of those elements into my final level as well as elements from horror games.

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Preparations for the first Presentation

Preparations for the first Presentation

In preparation for my first presentation, I finalised my vision statement:

I want to look at level design in the context of horror levels. How can you approach level design to facilitate a scary game?

Planning out the presentation, I decided a good way to open it would be to explain the field I was researching – What actually is level design?

A common misconception is that level design is “just” drawing out a level, and then have it implemented by a programmer. The truth is level design is a long process centred around iteration. It begins with a concept – What sounds like it’d be fun? Once a concept’s been settled on, the level designer would then create various designs, incorporating level design theory and considerations for flow.

Once a design has been agreed on, the level designer would then talk with artists on the team and discuss the assets needed to build the level. Once the artists finalise the assets, they’d pass them on to the level designer who’d then begin constructing the level within the game engine.

Following on from that, I’d then go into the specifics of what I’ll be investigating (The usage of lighting, layout, pacing, ambient effects and sounds), how I’d investigate it (By playing and watching gameplay of select acclaimed games, and noting down the elements I mentioned prior) and the games I’d be investigating.

I’d also demonstrate some concept levels I made as an example, as I’d create various levels on paper as part of the project before building a playable prototype.

Finally, I’ll explain what I hope my final product will be – A playable level capable of evoking fear in the player, incorporating elements from my research findings.

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Introduction to the Research Project

Introduction to the Research Project

Hi! I’m Thomas David Mitchell, student number 1303497 – Welcome to my Creative Research blog for my 3rd year Game Design and Production Management module.

For my research topic, I have decided to conduct a level design-centric project; Specifically, how do level designers create effective horror levels in games? By utilising an array of different research methods, including:

  • Studying level design theory
  • Watching and playing acclaimed horror games and noting where, how and why certain areas evoke fear
  • Creating questionnaires asking people what they class as “scary” in games

The final aim of the project would then be to use the gathered information to prototype and create a playable horror level, incorporating feedback from testers along the way. The level will be created using assets from existing games (With credit being given) in order to be able to quickly prototype and iterate them.

My reasoning for wanting to investigate this is due to the fact that I have a huge interest in level design, and find that this would be a fantastic opportunity to further my knowledge in the field and the associated theory.

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