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Bad level design

Started by September 22, 2009 11:25 AM
19 comments, last by WorldPlanter 15 years, 4 months ago
Quote:
Original post by Moe
Quote:
Original post by Atrix256
You have a keen eye for detail Moe! I just run around without thinkin about that stuff :P

Do you have an architectural background or something that makes this stuff stand out to you more? (:

No, there has just been a few times when I've noticed things like that, and it annoys me a little.


I have worked in architecture before and I can tell you that these type of situations annoy the hell out of me. It's not like I'm even trying to look for them though, they present themselves as obvious flaws to anyone that has the slightest idea of how things actually function.

And it is possible to create an environment that makes sense functionality-wise and also adheres to good game design principles. It's simply much more difficult to accomplish this and hard to do well.

Along the same line, facade doors that are along walls with little or no depth on the opposite side bother me as well. I realize that the designer may not care where the door goes since they don't actually plan on using it in the game but it's connection to the environment should still make sense.

As an environment artist who works hand-in-hand with designers I can attest that this is a constant struggle for everyone involved in the creation of a level. Design shouldn't always trump aesthetics or function, just as aesthetics and function need to consider design.

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