Sunday, August 1, 2010

1. Imagine that you are a level designer working in the 1980s. Knowing the limitations associated with this era, what type of game would you develop?

due to the limiations of the technology, i would make a game similar to aesteroids as it would be alot easier to do than a full colour game where you would have to program each individual sprite and pixel.

2. Play three games- one from the 1980's, one from the 1990's, and one released after 2004. Compare and Contrast how levels and environments are designed in all three games.

Game from the 1980's- Pacman, In pacman the level design is simple, and basically just a maze of lines to form the level, the enviornment is basically non-exsistent.

Game from the 1990's- Duke Nukem 3D, this game was one of the first first person shooter games to utilize "3d graphics" and environments, this was done with sprites and gave the illison of 3D even though it wasnt really in 3d, compared to the 80's this game shows longer levels, bigger environments and shows the progression of level design from the 1980's - 1990's.


Game from 2004+ - Call of Duty 4, this is one of the modern games that shows just how far level design has come, this game features full 3d environments, and long levels with various objectives and progression. this is just one example of how far level design has come since the days of line maps, and sprite illusions


3. How does a game’s genre affect the way its levels and environments are
designed? Choose one level from three different games—each from a distinct
primary genre—and compare how these levels are designed with regard to
setting, goals, puzzles, and risk–reward system.


A games genre definitely effects the way it's levels and environments are designed, for example in an fps game the environments would be more focused on the closer visuals like buildings, streets, trees etc. in FPS games like Half Life 2 the player has to solve puzzles by searching the environment for the solution.

Whereas in an RTS game the environments would be less detailed as the camera view is from the sky, showing more objects on the screen, and puzzles in RTS games are almost non-exsistant an example of this is the game Dawn Of War.

In RPG games the environments and levels are larger and more aimed at exploring the enviornments that have been created, this means that the settings in games like Mass Effect are Large planets, or space stations, which allows for more goals, puzzels and a broder environment.

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