Noise Hunters Devlog 21 - From Blockout to Standard
Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back!
Today we will see the process we do to transform a level from "Blockout" state to "Par Standard".
First we must explain what we mean by Blockout and Par Standard:
- Blockout: This initial layout of a level, in which all the paths are laid down and demonstrates the gameplay flow of the level. Normally, in this state the level is susceptible to changes to favour a better gameplay. All the assets used to build the level are place holders or blocks made quickly with Unity. In this condition, the level designers are mainly the people working on. Once the blockout is finished we go to the next state: Par Standard.
- Par Standard: This term refers to condition of the level, meaning that, the level is in professional condition and could be released if needed (Polish is recommended after this state). Here all the place holders are replaced by final art assets. It is strongly recommended to respect the positioning of the place holders, because they're placed for a reason by the level designers, however, is normal to move slightly some objects to accommodate art assets.
Now in Noise Hunters, first we start with a blockout section. Our levels are divided in sublevels, so several members can work at the same time without corruption problems and we favour optimization by having less object per level.
First we see the path the player will take and think how to insinuate it with the placement of objects. Also, identify the "setting" of the level, to use appropriate assets.
Secondly we replace the floor tiles with final assets. With this tiles we can easily show the path and without been too exaggerated. After all the floor tiles are placed we change all the place holders with final assets (It is not completely necessary to fit perfectly the place holder with a final asset). Finally we place props in places where we think are empty or trying to show the path.
This way you end up with a prettier level and almost ready to be published (Polish recommended). Depending on the team, some divide the "Par Standard" in two, getting a more polished finish by the end. This depends on the time and size of the team.
Thanks for reading and don’t make any noise! 🤫
_______________________________________________________
Contact:
Twitter: https://twitter.com/Noise_Hunters
Instagram: https://www.instagram.com/noisehunters/?hl=es
Youtube: https://www.youtube.com/channel/UCL2X-i8jfzZOubewJfed6hQ
Mail: noisehuntersgame@gmail.com
Noise Hunters
Status | Released |
Author | Noise Hunters |
Tags | gamedev, indiedev, indiegame, madewithunity, noisehunters |
Languages | English |
More posts
- Noise Hunters LAUNCH!May 27, 2020
- Noise Hunters Devlog 29 - Discarded: ScouterMay 13, 2020
- Noise Hunters Devlog 28 - Magic RoomsMay 06, 2020
- Noise Hunters Devlog 27 - CommunicationMay 01, 2020
- Noise Hunters Devlog 26 - Choosing 3D modelsApr 27, 2020
- Noise Hunters Devlog 25 - UMotionApr 24, 2020
- Noise Hunters Devlog 24 - The Difference of Post-ProcessingApr 21, 2020
- Noise Hunters Devlog 23 - Discarded: CameraApr 19, 2020
- Noise Hunters Devlog 22 - PredatorApr 17, 2020
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