Sunday, 27 February 2011

Copyrighting an idea

Once we've developed our idea for the Disney Brief to a level we feel is ready for submission we have to consider the aspect of ownership. Obviously we would be selling our idea to The Walt Disney Company so in that we would have to enter negotiations with representatives of the company. In fact the rules of the brief outline a whole section based on ownership of work in Paragraph 3 of the rules;
  • 3.1 Entrants retain ownership of their responese submitted into the contest but where such work incorporates sponsor branding entrants may only use the work in accordance with the sponsor guidelines. Entrants may remove sponsor branding from their responses and after that may use such response at their own discretion.

  • 3.2 By submitting a response entrants grant to D&AD and the relevant sponsor a non-exclusive licence for the duration of copyright protection to reproduce or distribute a reproduction of their entry in all media in order to promote, or act as a historical record of, the D&AD Student Awards or D&AD as an organisation or a sponsor's involvement with the D&AD Student Awards or as part of any D&AD Publication (Whether on or offline).

  • 3.3 Entrants agree that, should a sponsor wish to develop or exploit a Response for commercial Purposes, the entrant will enter into negotiations with that sponsor to agree terms for such development or exploitation before negotiating with any other party in relation to the response. We refer to this as the First Negotiation Agreement. The First Negotiation Agreement will remain in operation from the date of submissionof a Response until one week after the award ceremony. Initial contact between entrants and sponsors will be facilitated by D&AD only. Entering into a First Negotiation Agreement does not constitute a Guarantee that either party will reach a final agreement.

  • 3.4 D&AD advises all entrants to obtain independent legal advice in respect of any agreements being dicussed between sponsor and entrant.
By looking over these subsections in the rules section my group can take away several facts that will assist us in obtaining proper legal ownership of our idea. Firstly the first two paragraphs are faily standard in legal terms in that we retain ownership but it can be used for promotional material for the D&AD website or by Disney. The bulk of any complications that may arise comes from 3.3 in which that the sponsor may want to buy ownership of the idea from us, in a situations such as this things that would most likely be discussed are prices, details of complete or partial ownership and how the idea may be developed, but this would only arise if Disney choose to enter negotiations with us to develop or exploit our concept.

So whilst we, as creators would obtain ownership unless we decide to sell the concept how would we claim that ownership? and how would it stand up in a potential legal battle of ownership?

Well, a very simple and cheap method would be to collect all work for the original design, with dates either stamped or written on the back and then posted to ourselves through the use of a postal service so that the package is then stamped with the date of postage. Once we recieve the package we do not open it, as distrubing the contents would create complications in a court case.

Another method of copyrighting our idea is to use The UK Copyright Service. Via this method there are 4 steps;
  • Enter Contact Details
  • Define Each Work and Upload Files
  • Confirm Details
  • Make Payment
Whilst this method requires a payment of "£39.00 for 5 years or £64.00 for 10 years per work", this will ensure that if any legal difficulties over ownership should arise this we prove immediately who does have ownership of the idea. Obviously once the paid for period comes to an end we would have to renew tthe copyright at a price of "£29.00 for 5 years, or £54.00 for ten years". Obviously complications will arise as there are 3 of us in the group to share the copyright amoungst, so what would be the best way to resolve this problem?

First it would be best to draw up a contract in that as a group we agree that we share ownership of the concept and cannot sell it without each others consent and further negotiations, we should also outline that although only one of us can sign up for the copyright we agree that in the event of a court dispute that we agreed to split the costs and that we all have ownership of the idea. Next we each have a copy of said contract and post a collection of the original work to one of us with the contract inside. Finally we share the costs of the price to get the work copyrighted for 5 years.

Through this method we should be fairly scure from potential usurpers who would claim our idea as their own. For the part of drawing up a specially tailored contract we would most likely have to employ the services of a solicitor. Obviously copyright ownership of the idea would be changed accordingly if we ever decide to sell the idea.

With that said and done I believe that as a group, once we have a concept ready to be copyrighted we will be more than prepared.

Saturday, 26 February 2011

Creative Industries: Similarly Targeted Product Research (Part 2)

Last time I looked at the Cartoons, I took a brief look at ones currently being shown on the Disney Channel highlighting notable shows. This time I'll be looking at shows that air on the channel Cartoon Network, in comparison to the Disney Channel there is a larger amount of cartoons being shown on the channel, so to keep it fair I chose the same amount at random as Disney (which totalled at 11), these shows are listed Below:
The first thing I noticed when researching these titles is that each of these with the exception of 'Billy & Mandy and The Powerpuff Girls, feature Male characters in the lead role. This already potentially alienates half of the target audience. Each of these shows all feature comedy elements but, Ben 10 and Batman focuses more on the adventures of the characters with comedy used to pad out the story. Another thing I noticed is that the cartoons from Cartoon Network have more shows with animals as the main character but human pre-teens and teenagers are still the main mold for a main character, again this is to most likely make it more relatable.

Of the 11 shows one of the more outstanding programmes is Adventure Time. The show follows the adventures of Finn and his magical stretching dog, Jake. The show itself is full of fantastic concepts and is genuinely entertaining to all ages, it takes the fantasy adventure genre and completely turns it on it's head, the animation style is very simple which instantly makes it accessible to anyone as well. Whilst this show features a male main character theres always supporting ones who often help build the humour in the show. Finn himself is a good role model as he often tries to do the right thing and always make sure innocent people aren't hurt.

The show is fairly new and hasn't received much in terms of franchising but in a sense that keeps Adventure Time special, whats important to take away from this cartoon is that sometimes the most insane ideas can work to your advantage when designing a Cartoon.

The next notable cartoon is Ben 10. Telling the adventures of a young Ben Tennyson whom has the power to transform into 10 different alien heroes thanks to the device on his wrist. The show itself is clearly targeted towards boys but it does feature a range of supporting cast members, it should be noted that just because it's targeted towards boys doesn't mean only boys will watch it. What makes Ben 10 note worthy is the fact that it has spawned a huge franchise with 3 seperate Tv Series, Live-action movies, video games and toys. When walking around a city it's common to see children with Ben 10 branded clothing/bags.

The popularity most likely comes from the relatable age of the main character, the premise of the show and most likely a great deal of advertising/promotion. Ben 10 is the only to have a successful multimedia franchise as an original cartoon, where as Batman: The Brave and The Bold is based of an existing character. Ben 10 serves as an example of how a show can become a huge franchise given the proper promotion campaign.

As mentioned earlier all these cartoons fall into comedy/adventure but what also seperates them from the cartoons shown on the Disney Channel is that they don't all follow the conflict>solution>moral structure and it makes for a refreshing watch. Plus this selection of cartoons also features 2 successful franchises where as the Disney Channel ones seem to only see the cartoons as that rather than potential franchises each in it's own right, that said not every cartoon is suit for franchise treatment.

With that my look at similarly targeted cartoons is complete, in total I looked at 22 cartoons, with further analysis of 4 shows. What I've established is that Human male characters around the early teen ages is the most commonly used main character achetype and that the show usually revolves around comedy or adventure. With this knowledge I'm already coming up some ideas that follow these conformities

Wednesday, 23 February 2011

High Score 004: Mirror's Edge

How did Faith make all those jumps without this happening?

Creative Industries: Similarly Targeted Product Research (Part 1)

As mentioned previously my group will be tackling the live brief from Disney, in this brief we're tasked with creating a character for a narrative-driven comedy cartoon. In light of this I decided to research other cartoons to see what the current trend in animated narratives are.

My first point of research were the cartoons currently being shown on the disney channel, in total there are 11 animated programmes being shown on the UK disney Channel all are targeted towards children and are suitible for the whole family, Their listed below:
Out of these TV programmes most feature humans as the main character, this is probably to make it more relatable to the viewers. Of these shows the most notable ones are Recess (running from 1997-2001) and Kim Possible (running from 2002 -2007), both have finished their runs and are currently not having any new episodes made considering that they're still being shown many years after their finales shows that they is some staying power in the characters and the shows them selves.

The show Recess is a great example for the target market of 7-10 year olds as it features the exploits of a group of friends in an Elementary (Primary) School. It's generally shown as a comedy but due to the large cast from a mix of different personalities theres already a staple range of characters for viewers to relate to. The show it self has a high level of writing that whilst adhears to the structure of; Problem > Resoltuion > Moral it does it in a way that doesn't feel forced.

As a multimedia franchise the series had a feature length film as well as DVDs but beyond that it wasn't taken to any higher level. Perhaps at the time there were simply flash based games on the Disney website. The main thing to take away from Recess is that it was a comedy based cartoon that didn't need fantastic environments or far fetched stories to create good entertainment that can hold attention.

Kim Possible really stands out as it's one of the few shows that presents a good role model whilst providing great entertainment. The programme is about the titular heroine, Kim Possible's adventures as a teenage girl and a secret agent. As with each Disney cartoon these plenty of comedy often delivered by Kim's comic-relief side kick. What great about this show is that whilst it is predominately targeted towards girls of ages 7-11/12 it can also be enjoyed by boys. Another admirable aspect of the show is that it presents Kim as an average girl and well rounded person who can fight her own battles.

As a franchise Kim Possible received 2 feature length movies as well as DVDs, a soundtrack and 6 video game adventures. For a Cartoon that's fairly impressive and it shows what a successful character and premise can do for a franchise.

It should be taken into account that of the 11 cartoons 5 of them feature females characters in the main role, which is good as it's clear that as a entertainment company Disney want to target as many viewers as possible, 2 of the shows also feature anthropomorphic animals as characters keeping in the tradition of Disney's roots.

After looking at all the shows, most are originally created whilst some are spin-offs from Disney's animated features but the common factor they all share is that none of them are developed into larger franchises, each shows seems to equated to a couple of DVD releases or a feature length episode/film. That said they're not require to do that, as cartoons they're meant to hold the atention of the veiwer for the running time and provide entertainment so in that sense the shows are successful.

Next, I'll be looking at non-Dinsey Cartoons.

Contextual Studies: Cinema as a Door

When it comes to tell a narrative there are many ways that you can do it. You can choose literature, music, images or even moving images, today some of the most talked about narratives are those told through the medium of film.

Much like literature there is a variety of different genres to satisfy any taste, this includes both fiction and non fiction. These types of narratives are defined by their genre and many have "best of examples" amongst their own genres as their are some instances where comparing two different films for their merits of story telling is almost impossible due to their vast difference in genre. Each genre has a target audience too, such as 15+ teens are the most marketable audience for horror films which results in many of the characters in these films being of a relatable age.

Cinema is a door in which anyone can watch an enjoy a narrative, in which subtle choices in editing or directing can create a huge emotional impact upon a viewer be it due to the acting or the way a camera is positioned, a film can make people feel sadness, fear, happiness and truly is powerful asset in story telling.

Whilst cinema is wonderful it does has it's dark points one such aspect is that of The Gaze. By sitting an watching a film the experience is different from a book, we're actually seeing people move an interact, imitating real life. The Gaze is essentially the act of watching a film but the concept of doing so is consider voyeuristic as many theorists such as Laura Mulvey have tried to draw attention to the objectification of characters in films especially that of females.

The general idea is that women are presented in a way that is unrealistic and idealised through a man's point of view. Mulvey argued that women are presented as characture of what they are, often being presented as silm glamourous things, with ditzy minds. Whilst this is true for some films at the time, the men in those films were just as objectified to present the ideal man to the audience. A common tag line for romance or thriller movies is "Women want him, Men want to be him", this kind of tagline shows that a male character can be marketed towards male and female characters in different ways as the character is an idealised version of what a man should be. Most of Mulvey's work cites pre-1970s films in which women often were never a sole star of a film, either playing along side or taking a backseat in a film.

Since then there have been many films in which female characters have much more empowerment and central roles, such as Lara Croft: Tomb Raider (2001), Alien (1979), Memoirs of a Geisha (2005), Terminator 2 (1991). Whilst on screen they're still objectified either by the way they act or how they look what's important to remember is that so are the men. All characters in films can be anaylised as a characture of their gender as it makes them easily identifiable to the audience, the over sexualisation is there to add fantasy to these movies, to seperate them from reality. If you want to go see real women or men in real situations go sit in the middle of a town some where and watch women walking by, it'd still be considered voyueristic but it won't make for good entertainment.

Everything in film is fictionalised, the reason why you're watching is because you want to experience the fantastic elements that only a film can provide. Maybe to say Cinema as a door is wrong but more of a window into world that you can't truly experience, aslong as you can define the differences between the two realities everything is fine.

Wednesday, 9 February 2011

Highscore 003: Pikmin

A while ago I got the game Pikmin for the Wii, in which you crash land on a stange planet and recruit the assistance of the little aliens known as Pikmin to help you. In the game you direct them where to go, collect resources etc and find parts of your ship, often I got pre-occupied with one group of Pikmin and the others would be attacked by the local predators...

Looking at The Texturing Process from Valve

Whilst talking with one of my friends about Texturing they gave me a link to this fantastic article/excerpt from Valve about their methods of texturing characters in their Team Fortess 2 game. This proved to be incredible useful as I want to create a character with a similar cartoony look and it also outlines the multiple maps that go on current gen game models to make them look so good. The language used is a bit complex for me at the moment so it took a while to read and figure out but it really shows the effort that goes into making game characters in the modern age.

You can download the PDF for yourself below!

Ken Recommends: Disney's Tangled

Tangled
Release: 28/1/11
Running Time: 100 mins.
Studio: Walt Disney Animation Studios and Walt Disney Pictures
Genre: Fantasy/Comedy
Rating: PG
Director: Nathan Greno and Byron Howard
Writer: Grimm Brothers (Original Fairy tale) and Dan Fogelman (Screenplay)
Starring: Mandy Moore, Zachary Levi, Donna Murphy and Ron Perlman

Tangled is Walt Disney Animation Studios 50th feature since debuting in 1937 with Snow White and The Seven Dwarfs and it seems Disney Studios are back on form, doing what they do best, Fairy Tales.

Taking inspiration from the original Germanic tale by the Grimm Brothers, Tangled is very much a fairy tale as it is an adventure or comedy film. The film tells the story of Rapunzel (Moore) whom has been kept lock in a tower by her mother (Murphy) to keep her safe from the world outside but when a thief by the name of Flynn Rider (Levi) stumbles into her home looking for a place to hide Rapunzel sees this as a chance to explore the world outside, soon she'll discover much more than she could ever have dreamed about.

The most important part of any story are the characters and tangled has a strong mix of supporting and main characters to keep the film fun and exciting. Moore's Rapunzel is just a delight to watch on screen and full of a range of emotions, one of most memorable sections is the reaction she has to leaving the tower swapping constantly between absolute joy for finally being free from the tower and sadness at the the fact she disobeyed her mother's orders. Whats great about Rapunzel is when you're watching her experience the world for the first time it's like you are too. The quality of the voice acting and animation really brings the characters to life and Rapunzel is one of the most likable Disney characters to come along in a while.

The character of Flynn is the lovable scoundrel, whilst he seems air headed, he does actually know what he's doing. He's smart, savvy and interacts well with other characters, often applying humour to the action scenes and this is all in Levi's delivery of the lines, as the story progresses the character grows and Levi's voice work does well to reflect that growth. Finally Mother Gothel is an excellent villain, with so much subtlety about her that it just makes you ooze in your chair and she has some the best lines that just make you want to boo for her and her face is quite scary, even when smiling! Murphy's work as Gothel is outstanding as it's not outrageous but has a certain quality that makes her a fun baddy.

The story itself is very enjoyable to watch unfold and is much more akin to adventure tale than a classic fairy tale, theres peril theres humour and some very memorable supporting characters, much like classic Disney films though the film has songs to help move the plot along and they're fantastic, when the respective character sings their song you can feel their personality in it, ranging from Rapunzel's song of hope "When Will my Life Begin?" to Mother Gothel's song "Mother knows best" intent of scaring Rapunzel into staying inside forever. Each character is important to the plot and is part of what makes Tangled so enjoyable and ofcourse theres a cute animal companion in the form of Pascal, the Chameleon who'll even get a few laughs out of the audience.

The animation quality is just breath taking, everything is vibrant and eye catching. The quality of the skin is amazing, it looks so alive reacting with light in the same way real skin does and of course all that hair Rapunzel has moves perfectly. The body language the characters display is part of the skill of animating and it really gives so much personality, seeing Rapunzel prance around light footed once she's free from the tower, or how some of the larger characters thrown their arms around really giving a sense of weight to them.

Overall Tangled is return to the greatness that Walt Disney once has back in the 90s, if they can keep up this quality of story telling with traditional or CGI animation I have a feeling that the 10's will be a return to form for Disney Animation Studios. Tangled is a fairy tale film but it doesn't feel like one, with both female and male lead characters it means that both boys and girls of all ages can enjoy this film. With lovable characters, great songs, humour abound and amazing animation this is one to watch and then get on DVD to enjoy again and again.


Concept Art: First Wave

After my extensive look at concept art I decided it was time to start my own, I thought about my character and wht type of environment would suit them. When finishing my character, she had developed from a meer female antagonist into the final boss for the game so with that in mind I thought of some of my favourite games and their final fights and where they take place, often they were other worldly places outside the reality of the setting of the game, this was usually because the boss itself was usually similar in origin. My character is not quite all that powerful I decided I wanted an environment that would present something different from the norm without a complete alter-reality feeling.

Originally I imagined that my character would be sat on a throne in a room awaiting the heroes to come. In this first image, I focused on the central theme of a thrown which conjured up images of wall hangings and guards, I wanted to try give a sense of abnormality to I tried to make the throne look as though it's been pulled from the ground. In this image I tried to use a quick rough style with the painting but it didn't quite go to plan and I'm not happy with the overall look of the image, in my defense I don't often do digital painting and it's something I would like to improve upon.

This next piece was more of a focus on the logisitics on the chair and how it would be presented, I decided that the traditional throne room was a direction didn't really want to go with. I like the idea of the lines in the seat extending down into the stone and that the seat is held up with chains, this gives a much better sense of style as opposed to the first one which admittadly looks messy in comparison to this one. This piece was created simply by creating a flat line drawing and placing block colours underneath. I feel this style is easy for me to work with and get good results but I'm still going to try the more painted style when I get the chance.

With these two pieces done I'm already beginning to work on more pieces to develop the acctual room/level space more but things should start falling into place now that I've nailed down what I want my central theme to be.

Check This out: The Coming Apocolypse

With riots currently taking place in Egypt, Cairo with protestors demanding that President Mubarak step down. Amoungst other decisions by the goverment, Egypt has recently currently been cut off from the internet during the polical protests. In a recent news report covering the latest developments of the riots a ghostly green/yellow figure can be seen amoungst the crowd that seems to move and disappear off the side of the camera's view.

Some who have seen this footage believe it to be one of the four horsemen of the Apocolypse, potentially "Pestilence". If it truly is the pale rider this most likely means the end to all of us but, when watching the footage the object moves off screen by sort of flying upwards, following the camera movement including some reflective objects coming into shot and following the direction of the rider and it also seems too well visable which doesn't out rule it as being a fake/prank which these things often are.



Make up your own mind, are the riders amoung us? Or is this a trick of the light?

Live Brief

For creative industries, I've been given a live brief to complete in a team of three. The main aspect of this brief is to see if we understand all the information we've learned over the last few months/weeks and apply them to a practical situation. Once again I'll be working with Ben Marles and Will Farrell.

Out of the briefs availible we settled on the one presented by Disney Studios, in that we have to create a new IP for 6-14 year olds. We decided on this one as we felt it suited our skills very well and that it was one that we could see being more manageable with other projects going on. To also make this project more stream lined we've seperated the tasks for each of us to tackle indivdually, such as the research step will be tackled by me and will intially (Although this is the first draft of the plan, this could change). From there we will contiue through the plan until we've completed the project, along the way we will constantly be evaluating each other to see if we can improve our work ethic.

By the end of this project we will present our experience in a high quality preseantation, outlining what we had to do, where we used skills that we learned from creative indutries and the finally out come of our project.

Saturday, 5 February 2011

My Dad works for Blizzard you know!

This...This is just...Outstanding. I'll let the picture speak for itself.

Thursday, 3 February 2011

Highscore 002: Rock Band


I had some free time quite sometime ago, so I decided I would just play a few songs on Rock Band, things got out of control when I didn't stop and eventually worked my way around all the instruments. The next morning when I woke up I honestly wish I had a hangover instead as I was aching so much (Predominately from play drums on hard/expert)

Tuesday, 1 February 2011

Texture Maps

In this post I'll be looking at several established characters from video games and analyse their texture maps.

The first map is of a character from the agme "Kingdom Hearts: Birth By Sleep" (2010). The most noticible thing about the design is that it's quite simple in terms of the texture, consisting of block colours with carefully placed lighting/gradients, next it should be noted that the fabric has painted folds to create depth. You can clearly see the difference between the materials even though theres no texture map, it seems asthough the model has just been covered in a high quality colour map. Whats intriguing is the way the artists has managed to create shading on the map as it seems to soft and controlled to be an outside influence (such as lighting), it's most likely using some type of baked light map (which I've had practise creating recently). There are also not too many extruding shapes which would most likely have made mapping a bit easier, the main apeal of this map is that it's simple yet still hase enough detail to keep the character interesting. I think I'm going to have to research mapping techniques as well as analysing them.

This character comes from 2006's "Gears of War". Unlike the previous character map, this one opts for a more realistic approching, using texture maps aswell as colour maps. These texture maps are most noticible on the skin of the two characters pictured and the arms of the human character where you can clearly see the material of the fabric. The colour pallet is quite muted, using only greys and browns but you can still distinguish different materials from each other. It's easier to see that theres an outside lighting influence with this image but the way the light bounces off the model in "bloom" style shows that theres probably some type of reflective map on the model to create that effect. The quality of the skin is an odd area to analyse as it's realistic but not quite, making it qualified for a place in the uncanny valley, nonetheless the quality of the maps blend very well and little details such as the stubble and skin fading into each other or the wear/scratches on the gun should be praised.

The final character map I'll be looking at is that of "Tomb Raider: Anniversay" (2007). This model is a weird mix of the previously looked at, whilst it wants to create a semi-realistic presentation of the character it also whats to keep a stylisitic design that relates to the character's previous incarnations on earlier consoles. The map makes use of texture and bump maps but also has heavy relience on the colour map for areas such as the face and to also make creases in clothing more noticible. There are nice touches that the texture map brings such as the detail on the leather belt and the jumper/top. Again it seems that theres an outside lighting source and that the model may have some type of reflective map on it as well.

From looking at these several models and analysing their maps I've come to the conclusion that more artistically styled games may use baked light maps and have simpler colour maps, where as maps that want to replicate reality seem to have Bloom lighting and use texture maps, that said a stylised game can use texture maps aswell but they seem to be more used in "realistic" games. A little more research is required, especially into the overall mapping process.

Game Environment Research (Part 5)

This will be the final addition to my in depth look at the world of Environment design and finalised levels, this time I'll be focusing on complete levels only as I felt I've looked at enough pieces of concept art and that it's time to design my own soon.

The first Game Environment I'll be looking at is a level from 2007's "Super Mario Galaxy". The first noticeable thing about this game level is that it's bright colourful and eye catching. When looking at the textures, they're very simple but in this type of game it's very advantageous as the main objective is to traverse the various platforms to reach a goal, by using simple textures and bright colours players can easily distinguish their character from the environment and different sections of the environment so that when it comes to making a jump they know exactly where they're aiming their character. The Super Mario series of video games has been known for it's broad appeal range and this colour scheme helps make it accessible to a wide range of people.

The level also features moving platforms and enemies all of which are presented in this same colourful manner, there are also various objects that the player interacts with such a switches and valves. Whats very impressive about this level is that it's all based around a cylinder and if the player is knocked off they fall into the water below, it's this type of presentation that shows the designers were thinking of many different ways that they could present the player with new challenges, another thing that should be noted is the quality of the water effects, whilst it isn't realistic it mimics the qualities of real water very well and fits in perfectly in the colourful word of Super Mario.


The next game level I looked at was one from 2007's "Halo 3". This Multiplayer level is designed for up to 16 players to fight it out either against each other or complete objectives in opposing teams. The level itself is design in a 'U' shape fashion and each team starts at opposite ends of the level. The texturing here is quite impressive and a clearly amount of effort has gone into making the snow effects seem fairly realistic as well as the texturing in the rocks and machinery.

Contrasting with Super Mario Galaxy, Halo 3 has clearly decided to go down the route of a more realistic style of texturing, this creates a weird pseudo sense of the hyper real as the game shows realistic environments with unrealistic objects in it (Such as hover cars and mini helicopters).The question is does this work in favour for the game? In most parts yes as it gives a sense of immersion to it, blurring the line of reality, often though players could be too preoccupied with not dying or trying to achieve their objective to notice the environment. The overall largeness of the level also gives a sense of starkness and overall when looking at it in detail it's quite a simple map and not really all that interesting, theres nothing in the environment to interact with but there are veichles and other players to interact with with. That said this isn't a bad level design as it's just more suited to a FPS genre game and for the purpose its supposed to serve it does that well.



This game level below comes from 2009's "The Legend of Zelda: Spirit Tracks". The level shows the player character traversing through a dungeon tackling various puzzles in order to proceed forwards. This game level is just full of player - environment interaction and shows what ways a player can solve puzzles and obstacles using their equipment/powers. The layout of the level is very unique with twisting corridors and pit holes to fall into. The textures aren't particularly complex due to the system's hardware but it gets across the point of the environment such as that you're in a stone dungeon, theres flames, you're character's clothes are made of fabric, the colours are nice and bright which as stated earlier makes it easier for players to co-ordinate with the screen.

The main attraction of this level though is the interaction, theres so much more the player to do that it's likely the gameplay is very compelling. With keys to collect, switches that require turning using special powers and unique puzzles where the character has to use their side-kick to complete them, it makes this a very interactive level. This element of interactiveness should be considered heavily when creating my own level.



With that I feel I've completed enough research to step into the conceptualising stage, I've already started to collect brushes to use in photoshop, and I have many things to consider such am I creating a realistic level of a more imaginative one? How many objects should players be able to interact with? What should the layout be like? how can I make it more interesting/appealing? What should I do to keep everything in style with each other?

With these questions in mind I feel I should be able to create a fairly competent game level.