It has a beginning, an end, and a variety of stuff in the middle. A height elevation drawing showing how tall the robots can beĪt this point, you should be able to draw a rough layout.Keep in mind these might change, but you need to start somewhere.
Here are the mission-critical items that the designer wanted addressed.
The look of the level you need to create is shown in FIGURE 4.21. In your sample game world, the designer and the art director hired a concept company to flesh out some images to be used as examples or inspiration for levels. What is this stuff, you ask? Well, it all starts with-guess what-an idea that is usually handed down from the designer, or in a larger studio, a writer who hands it off to the designer. If not, you will be redoing a lot of stuff in your future. Many things have to come together to make a level work correctly, and if you plan on churning out hundreds of levels that only last a minute or two each, you’d better make sure that everyone knows what they are doing from the start. In the beginning, there were robots, and the designer saw these robots and said, “Now where can they fight swarms of aliens for somewhere between one to two minutes?”Ĭreating levels is a job that takes a village. Photoshop for Games: Creating Art for Console, Mobile, and Social Games