Scene classification for game level designers

Updated on Game 2024-03-05
6 answers
  1. Anonymous users2024-02-06

    By function:

    1) Battle scenes: such as plains, caves, cemeteries, or open, or narrow, or bumpy, battles may occur at any time;

    2) Non-combat scenes: such as prop shops, equipment shops, and selling squares, etc., to provide players with a place to rest as much as possible;

    By Region:

    1) Wild: Usually where monsters grow, including plains, crypts, graveyards, beaches, etc.;

    2) (Town) Street: A gathering point where there are usually many players, including cities, towns, villages, etc.;

    3) Indoor: prop trading points, including prop shops, equipment shops, and blacksmith shops;

    By space:

    1) 3D scene: a scene constructed by 3D terrain with its own height and shading;

    2) 2D scene: a pure two-dimensional plane scene, which needs to be processed by tools before it has height, shading, etc.;

    Since the setting of the scene also adds other art settings, the other art settings are:

    1.Interface: World Map.

    2.Interface: Scene map (small, medium, large).

    3.Scene objects: special buildings, objects, effects, etc.;

    4.Animated cutscenes (more common in early single-player games).

  2. Anonymous users2024-02-05

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  3. Anonymous users2024-02-04

    Scenario ID: such as SCN001 and SCN004

    Scene name: Such as Desperate Town, Desolate Valley, etc.

    Scene specifications (3D 2D, N*N screen).

    Scenario description. Location: Wild, urban, small, rural, tribal, etc.

    Terrain: swamps, snow, grass, wilderness, gravel land, mass graves, hilly areas, crypts, karst caves, etc.;

    Climate: spring, summer, autumn, winter, arid, humid, etc.;

    Atmosphere: gloomy, furious, desperate, bloodthirsty, fearful;

    Scene description: Describe the appearance of the scene in general words;

    Entrances and exits: Explain how many entrances and exits there are in the scene, and describe the direction of the street;

    Building distribution: for example, the east side is the bazaar, the west side is the slum area, the south side is the government and the rich area, the north side is the canal, etc.;

    Special building descriptions: such as churches, Taoist temples, temples, etc.

    For example, the dilapidated church is located in the center of the town, with its decaying door half-hidden and facing the east, and it is strange that the roof of the church has a black cross standing upside down, and countless bats hanging upside down on the edge of the broken roof, motionless.

    Associated Scenes: Enter the connection scene numbers of the inlets and exits in each direction of the scene, for example, e-SCN001, W-SCN 002, N-SCN 003, and S-004

  4. Anonymous users2024-02-03

    Game Level Designer: Also known as Game Level Manager. Mainly responsible for the design of the game scene, the task flow, and the design of the level difficulty, its work covers all aspects, including the distribution of monsters in the scene, AI design, and traps in the game.

    To put it simply, level mastermind is one of the main creators of the game world.

  5. Anonymous users2024-02-02

    Game level designer, English job title: Level Designer, or known as level planning, as the name suggests, is actually the designer of the level in the game. The work of a game level designer is briefly described below:

    Game level design, in fact, is the design of the entire game world, in a game, players have almost the time in the game world to travel Li Soutype, it is conceivable that the importance of guessing the game level is undoubted. A game needs the guidance of a level designer from the player's fledgling to the development of a "peerless master".

  6. Anonymous users2024-02-01

    In the beginning, God created the heavens and the earth.

    The earth is not yet shaped, it is chaotic, and darkness is above the abyss;

    The Spirit of God is on the waters.

    God says Let there be light;

    And there was light, and it was the first day.

    And God said, Let there be a firmament between the waters, and separate the waters from the waters;

    God made the firmament the second day.

    God said, "Let the waters of the world be gathered up in one place, and let the dry land be exposed;

    And God called the dry land the earth, and the accumulation of waters the sea, the third day.

    The Book of Genesis

    The setting of the game world is like the Book of Genesis, with light and darkness; There is land, and there is sea; There is heaven and there is hell. The designers have created an alternate world parallel to the real world, which can be primitive, magical, or interstellar. But all of this comes from their God, the game designers, who created it all, and they are the creators of this world.

    As the great master of the Creator, Lord God, before he created the "spirit of all things" human beings, he took the lead in creating the time and space that could allow living beings to grow, including the stars, the sky, the earth, the sea, etc. Therefore, the scene setting is the most important thing to highlight the characteristics of this virtual world.

    Let's try to imagine the pathos of a hero in the wrong era: Zhuge Liang may have missed Liu Bei because of his self-examination diploma; Wei Xiaobao was shot early for bigamy, and Gan Luo was thirteen years old and wanted to buy PS2 ......Oh, it's terrible, will they still be heroes like this?!

    The appearance of heroes is a stage that needs to be suitable!!

    Isn't there such a sentence? "The times make heroes". "Times" and "heroes", which of the two is more important, everyone has already known in their hearts!

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