My method for preliminary stage design is similar for as it’s for system design – I begin with the sort of expertise I would like the participant(s) to have and the sort of emotions I would like them to really feel whereas partaking with my stage. With these in thoughts, I can work my manner backward from there by occupied with how I can craft a set of coherent locations that may evoke the expertise I would like gamers to really feel, and the way I can join these locations with transitional areas that draw the gamers by means of them. What emotions do I wish to evoke in every place? What order do I would like these emotions to be felt? What sort of general theme do I wish to tie the expertise collectively?
First, let’s think about the sort of bodily locations you’ve been to. Most locations you’ve been encompass smaller locations related by transitional areas. A home is a bunch of locations (rooms) related by transitions (doorways, hallways, staircases, and many others.). A museum is a bunch of locations (displays and exhibit halls, reward store, lobby, and many others.) related by transitions. A college campus is a bunch of locations (lecture rooms, workplaces, parking heaps, quad) related by transitions. Every of those locations carry a way of the place and what it’s, and folks navigate these locations by remembering the place they’re relative to one another, and which transitions from their present place hook up with which different locations and the place. That sense of relative connection and orientation can also be how gamers determine methods to navigate ranges. With this in thoughts, we are able to think about preliminary stage design.
I recommend attempting to consider totally different themes and feelings you wish to evoke together with your stage. A cheerful picnic in a park. A claustrophobic sewer. A spooky gothic mansion. A dream-like sweet land. An enormously tall tree. A dilapidated robotic manufacturing unit. A derelict area station. Then, break it down into locations you suppose belong inside that sort of stage theme – a spooky gothic mansion might need a flowery bed room with an enormous four-poster mattress, an enormous hallway with fits of armor, an enormous kitchen, a ballroom, a banquet corridor, a grand lobby, a dungeon, manicured hedges and a fountain outdoors, and so forth. Lastly, begin occupied with how gamers will navigate from place to put inside that stage – the place will you place the transitions so they’ll be capable of progress by means of the extent in the best way you need? When you’ve received these sketched out and related, you’ve received a tough blueprint on your stage.
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