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Accomplishments:

  •  Some levels were selected to be in the CGMA Summer 2019 Student Showcase

Cave Entrance
Cave Entrance

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Cave Entrance-Frame
Cave Entrance-Frame

The pillars and the rock roof frame in the entrance of the cave

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Broken Bridge-Borders
Broken Bridge-Borders

The walls act as a border to frame in the mountains. They also take up most of the screen to help with the framing.

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Cave Entrance
Cave Entrance

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Composition

Composition is one of the most important aspects of guiding players through a space. I learned that positioning shapes and choosing certain colors can be a huge help in telling the player where to go without being obvious. I would use prototype models provided by the instructor to do the layout, I would also create props that would help with my concept for the level.  

Shapes and Psychology

Throughout the course, l learned how to use shapes to trigger a player's human psychology. For thousands of years, humans associate shapes with feeling safe or recognizing danger. Even to this day, our brains still react according to the shapes. 

With this knowledge, I would scale and place props in a certain way for when I wanted the player to feel safe, anxious or stealthy. I also learned how to use aspects of "The Hero's Journey" to enhance the player's experience.

Starting Point "The Mentor"
Starting Point "The Mentor"

The trees giving a clear path for the player on which way to go. This part is "The Mentor" role, where the player feels safe in the beginning of the level.

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Starting Point-Shapes
Starting Point-Shapes

The round shapes of the trees make the player feel safe in the space.

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Climax-Shapes
Climax-Shapes

The pillars and rectangular shapes act as cover and also guide the player to the shrine at the end.

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Starting Point "The Mentor"
Starting Point "The Mentor"

The trees giving a clear path for the player on which way to go. This part is "The Mentor" role, where the player feels safe in the beginning of the level.

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Concept Art to Level Layout

At the beginning of the course, the first assignment was to create a level block-out based on the painting "Streets in Arcueil" by Henri Matisse. This was a way to learn composition and how to set it up for the player's view in the game. It was also a way to understand the scale and distance between objects from up close and afar.

I also used concept art from artists I found for inspiration for some of my level layouts.