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Week 4 - Level Blockout and UI

  • Writer: Patrick Sharpe
    Patrick Sharpe
  • Apr 3, 2022
  • 2 min read

Updated: May 10, 2022

Communication

The communication this week has mostly been about what work each person is doing and speaking to the sound designers on behalf of the team. Last week, the team and I made up a list of sounds that would help develop the game further on our miro board. I spoke to the majority of the sound designers about these sounds and as a result, I concluded that some sounds needed to be cut out and some were replaced for the better. A good example was the toy factory room where I originally wanted to have factory machine sounds and background sounds of boxes moving etc. This was removed as this area seemed too difficult to make and it was also going to be difficult for one of the sound designers to make it.


Discuss Work done

Level Design

This week I concentrated on designing the level in Adobe XD for the second time but now that I know a lot more about how to use the program, I was able to make use of the techniques used in UI design and convert it into level design.

Techniques used;

  • Adding or combining shapes to make icons resembling different parts of the map

  • Making components provides ways to create variations of shapes

  • Grouping components

  • Separating different areas of the level using a screen-sized square

  • line tool to make main and optional player paths

Progress


Level Blockout

In terms of blockouts made, I developed a level metric blockout that details appropriate measurements to guide myself when blocking out the actual level.


Blockout Measurements

  • Walls

  • Doors

  • Vents

  • Rooms

  • Min and Maximum jump height


Tests Mechanics

  • Crouching in Vents

  • sprinting and losing stamina

  • picking up coins and gumballs

  • interaction with doors and AI


Level Blockout Draft

  • Made size changes based on level design

  • made basic room shapes


Low Fidelity UI

Developing UI has been one of my weakest points in the project as I have been heavily focused on level design and scripting but I'd to show the start of making low fidelity Icons for the HUD of the game.

Progress


Games Scripting

Games Scripting completed list

  • Sprinting

  • Crouching

  • Locked Door after player entered a room

  • AI success Bug



Research

There wasn't a lot of research being made during this week as I was using the research that I gathered from previous weeks to make level blackouts or design Icons which were referenced from concept art made by Daniel, one of the team's concept artists.



End of Week 4

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