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Principles of game design visual style and gameplay Posted on by webmaster — Leave a reply When describing visual style and elements of gameplay used in game design with you need to use appropriate subject terminology to show that you understand what each of the principles of game design is.
It also helps you use key technical terms related to games design. The sections below give a basic overview of key principles and will help you find examples of key aspects to include to use when designing a new game.
This relates to the how the game looks to the player on the screen. It is very important to get the visual style of a game correct during the design phase as having quality graphics will be important to the player throughout the life of the game.
Visual style includes the design of how the game world looks, the appearance of the main character in the game, any npcs or non playable characters, the feedback interface or heads up display, any full motion video or animated cut scenes used in the game and the perspective or view of how the player sees the game while playing.
To entice a player into playing their game designers must be able to design the game world so that it is visually appealing to the player throughout the game. The game world includes terrain, architecture and objects.
Terrain is the design of the landscape that the player moves over. Simply put it is the ground that the player walks on when player the game.
Examples of different terrains in the game world would be concrete, tarmac, gravel, grass, sand, mud and even water.
Different terrain styles can be used together to enhance the visual style of the game world.
When designing a game designers will also include architecture within the world. Architecture is the buildings, structures and monuments within the game. It is important that the design of these features fits in with the style of the game world. For example architecture in a 2d platform game would be shown side on but in a 3D MMO game the design of buildings needs to be done using 3d models.
Objects are items within the game that the main playable character or NPC can interact with. Examples of objects are a post box, gun or flower. Often the main character can collect objects to enhance their inventory and gain additional skills.
The visual style and design is important so that it matches the look and feel of the rest of the game world. One of the key reasons that any game will be successful will because the design of the main playable character is appealing to the player.
It is important to design the character so that there is a range of sprites to cover the entire list of actions and movements that the player can perform in the game. Good character design is essential and examples that have stood the test of time are Pac Man, Mario and Sonic.
The appearance of the character is instantly recognizable and each has been improved as graphic capabilities have got better over time. The visual style of NPCs is equally important as they must match the style of the game world and the main character.
For a main enemy the graphic quality must be just as good as that of the main playable character. When designing the visual style of a game it is important to consider the information that you need to supply the player with during gameplay.
The feedback interface or heads up display needs to be considered to show information to the player on their current status or progress within the game. An example of feedback interface in a simple game would be displaying the score or number of lives on the screen.
In a modern 3D MMO game mini maps inform players of where they are within the game world and warn of approaching danger. The perspective or the view that the main player has of the game world needs to be considered during the design phase.
Simple platform games use a 2d side on view to show the player moving through the game world, this could also be called a scrolling or side scrolling view. They have the option of using first person when you see through the eyes of the main character or third person a view from behind the main character when you can see them moving in front of you they also sometimes use context sensitive this is when the camera angle and view you have of the main playable character changes depending the gameplay.
Aerial, overhead or top down view was used for older racing games when players needed to see the main playable vehicle and the entire track. Aerial is also used in modern MMORPGs when the player needs to see lots of characters within the game world to get a better perspective of what is happening in the game world.
It is important to consider the perspective at the initial design as the design of lots of the art work used within the game depends on this.Visual Style And Elements Of Gameplay Video Games Essay The very first degree begins using the personality Gandalf assisting in the Hornburg's Fight.
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