User:Jupix/Atmosphere Transitions (level design): Difference between revisions
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Revision as of 12:38, 26 March 2006
There are many aspects to creating a realistic atmosphere in your game map — light, colors, sounds, architecture, the surrounding world and its story. A successful design of these elements leads to a believable and unique world which the player wants to see, hear, smell and feel. Most games tell a story, and telling the story requires a combination —or rather a series— of distinct atmospheres. All level designers know this, but when all the plans are finished and building begins, a question arises: what ways are there to actually believably make transition from one atmosphere to another? This article tries to answer that question with examples from known titles, including Half-Life 2 and its Mods.
Atmosphere types
Day to Night
Todo: Ravenholm story
Urban to Rural
Todo: Escape from suburban City 17 via Highway 17
Busy to Peaceful to Busy
Todo: Explain arrival at City 17 railway station and the walk to Kleiner's lab
Colorful to colorless
Todo: Transition from coastline to Nova Prospekt
Transition tips
- Don't rush it! Sudden changes in atmosphere should only be done in extreme circumstances, i.e. when it's a change as sudden in the storyline, or when a strong emotional reaction is wanted. Spanning the transition over a longer amount of time gives the player time to accept and adjust to the change.
- Don't just use the force! All changes in atmosphere should have a logical explanation to them — there should be a visible reason why they're happening. However, bear in mind that you shouldn't underestimate the player. A small hint is often enough; people like mysteries.
- Don't base a map on its atmosphere. A level should always have some meaning to it. A reason why it's there. Giving it a respectable atmosphere is done afterwards.