Over the past year of studying and practising my ideas on world design with thought processes that lectures and sessions of study have given me a new understanding of world design. It has taught me to think about the critical elements in games which may sometimes be shoved under the rug. My personal favourite post was the camera perspective about player unknowns battle grounds because of how much I love that game and the design methods that went into it.
I can say now that I know more than what I did at the beginning of this year and I will continue to improve on my understanding of how game worlds are created. I have always been fascinated about how things work in games, I even like to deconstruct small elements from games and create my own swing on things. For example with our third year project “Klepto” I have found myself generating ideas from other games which I may not have been able to do otherwise if not for these blog assignments. I would have liked to learn some more things, which are not covered in the blogs that I have done such as narrative between characters and their situated environments or Creature designs and how they connect to the geological creation in landscapes. A few things that are nice about the entire year of lectures and blogs I have sought new insight into things, which I would not otherwise. Learning what goes into creating these vast and elaborate environments from the backstories the meanings and how much thought goes into every aspect of design is far greater than what I have ever imagined. In addition, with that comes a great responsibility for the environment artists, they hold the keys to the imagination in way. They create the bridge between player and immersion. Because without immersion players would be left wondering aimlessly through the worlds that are created for them, we as designers must guide the players through the world at an effective rate. Without that we would never be able to create things that the player can easily navigate and for me I think that’s is what matters in a game. I think the greatest thing I can take away from this whole exsperiance is peobably my mind. Think about it for a second, without knowing the words or pictures from this year’s lecture my mind would never be able to expand through the foresight of the unknown. It would be like me saying to you “we have an extra toe when we are born, you can still feel the nub of where it was” not knowing that that was there and now knowing that it is something in on itself. An arbitrary example I know but I hope you get what I’m going for, and for that I thank you the reader to be humbled by my blogs and my thoughts and processes I made to create the amazing and perhaps not so amazing work of my past and present. |
World design theory (WDT)DevelopersThe goal of this blog is to relate current and past attempts at world design to further improve our understanding. Archives
October 2017
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