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Level Design Lesson 23: Static Perspectives

Today's lessons delves into the concept of perspectives that your players do not have control over. Things like screenshots, map overviews, spawn cameras, etc.

Raymond Benefield, Blogger

October 31, 2010

3 Min Read

[This was originally posted on my personal blog www.reachingperfection.com]

[Forge Lessons is a level design series that I have written for the halo forge (the simplistic in-game level editor) communities. While it is tailored towards Halo multiplayer map design I feel that it covers general level design very well. I would love everyone's opinions on how these lessons can translate into other games and genres like the Call of Duty series, the Unreal Series, RTS games, platformer games, etc.]

Sometimes when a player experiences a map for the first time they don’t start with a spawn perspective. Sometimes they get an overview of the map that allows them to make decisions and gain a first impression before they start playing or have any sort of control of what they are seeing.

Sometimes a player doesn’t have control over what they see during cinematic sequences and where they look next. These perspectives that players do not have control over are what we call static perspectives.

Your terms

Static perspectives are a powerful tool in a designer’s toolbox for creating the experience the designer envisions. The designer has full control over static perspectives. They are something that are fully owned by a designer and are very predictable experience-wise when compared to other design theories that rely on hypothesizing what players will see and do.

However, with great power comes great responsibility. When things don’t go a player’s way while traversing a map they have the chance to blame themselves because they control their own perspective.

But they have no control over static perspectives like map overviews so if they have a bad map overview or see a bad screenshot the fault falls on you as the designer. Don’t ever give your player’s a reason to doubt your credibility as a designer. Remember how important those first impressions are.

Painting a picture

When preparing a static perspective, always remember that you are painting a picture or film that your players are witnessing. Remember that you are an artist trying to sell your work to your audience. Use whatever techniques you can think of to make your static perspectives as pleasing as possible.

Take note of the color contrast that exists in your picture. Remember your eye catching techniques to draw attention to things. Remember the rule of thirds and place important landmarks, incentives, and deterrents on the focus points of the static perspective. Remember the importance of teaching your players your map to provide them the knowledge they need to have a full and enjoyable experience.

Static perspectives are also a great tool for area introduction. Remember that level design is a smooth cohesive process, not just a bunch of individual parts. Everything works together as one and learning to combine and mix and match techniques is a delicate but powerful skill.

Examples

Static perspectives can be many things. Screenshots of your map in a thread on a level design forum are a great example of static perspectives. Sometimes a camera exists that is used to give an overview of a map while players select their weapons.

Maybe there is a security camera that players have access to but can’t control and can see the map in the camera’s perspective. Perhaps you created a film to show off your map. In the case of batches of perspectives, remember the perspective variance concept when using various techniques.

Games have used many static perspectives throughout the ages and learning to see them as pieces of art will allow you to adjust them and plant a particular opinion or impression on your customers. That. Is. Power.

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