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Blog 2 First Pass and Critique

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The First Pass. 1. Composition Layers.     For my compositional layers, I want each district of the highrise to feel unique in its own way. Some places are more tight more compact, while others might feel more open and wider. Each district will have its own sense of personality. I think this will be tough but very achievable through each place having a distinct identity I plan to keep up within their boundaries. 2. Sight and Composition Layers.      For the sight and composition layers of my, I plan on altering the angles of the districts. I want there to be obvious sight lines and places for the player to go into each district and get a feel for those places. Though I want them to also be able to see other parts of the map that will intrigue them and persuade them to check them out. 3. Observation Spots.      The observation spots on my level will be in each district of the highrise, each place will have an area that will enable the player to loo...

Blog 1: Your Idea

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      My Idea for the Prototype. The Prototyped Idea.      The idea for my original level will be that of small city rooftops, with a central "rooftop bar" area that will be the hub of the map. This place will also be under construction/about to be finished to leave some areas flexible to design. I particularly like this idea because it enables the use of some parts and pieces that I find exciting to incorporate, such as elevators, inclined areas, and catwalks. This level would be used for a combat area, where the player will fight enemies in this area, moving and keeping themselves alive with the use of terrain around them. The Inspiration.      I will look towards games such as DOOM, and Titanfall 2 which have unique yet simple designs for their combat areas. Those games I hold to the gold standard of combat arena design, They make their terrains simple yet quite fun with the implementation of their games movement mechanics. Furthermore, I ...