Level Design Pt.2 and Audio Ideation

Level Structure Refined

Now with the boss levels cut out, it seemed the me that the structure of the level still wasn’t clear enough, so I refined it in order to make more sense of it. I guess arrows really do have a good way of showing the flow, I suppose.

But this is the final structure for our game:

MoodBoards

Thankfully now we have at least gathered a final structure for a level that will be played and played and played, but now it’s time to figure out how do we want our game to look. This is something we haven’t discussed yet, what’s the time of aesthetic are we going for. We are in space so do I want a generic space theme, no of course I want something different giving off a different vibe.

What I decide to go with in terms of aesthetic, came from watching Cowboy Bebop, having that interesting sci-fi look to all of the characters and the technology presented was described as a 1940’s retro futuristic jazzy space odyssey and obviously has got high accolades for that reason alone (well probably because Spike is one cool Space Cowboy), but I think it’s something that is totally possible to work with. Having that style applied to our game is something different plus should be easier to create too, mainly as the bright colours need to present in contrast to a mild variety of black, with a little neon texture. Applying these features to the main menu, GUI and other things seems like it could work and it would be quite incredible to pull off (Chef’s Kiss).

Additionallly, the types of levels we have explored are already done, but the trouble is finding the look for what we need and how should we present it?

This is what the moodboard is for; to allow us to circulate key themes and decipher the aesthetic we need for each level. They are all located down below, with some references attached to them so we have a good idea of what we need to create:

Audio Ideation

Finally comes what type of audio is going to be present in the game.

As I come from an Audio related background, I already have an idea of how I want to create the score for the whole game, however it is important to understand the theme’s being used. So I wanted to know what types of audio would need to be implemented into the game that at least should be considered the bare minimum.

Then I also considered what type of instruments we need to create the correct atmosphere, which when people play our game the audio is what they are gonna feel so it’s important to get that correct when making the game, because even if the audio is off it really can ruin the immersive nature. I decided to start ideating what I needed to create overall and this is what I came up with:

Next Steps

This is where I go all over and start bulletpointing what i need to do next from here

  • Start doing some research into dynamic levels and how we can incorporate it into this game

  • Start considering what assets are needed for the game

  • Move on to refining the games levels to make sure we know what is in the levels, giving understanding to all of the elements coming together to make this game

  • Push some technical design (well without the coding, just being extremely descriptive without missing anything)

And that’s all folks……

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Level Design Pt.3

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Product Planning