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Art'n'Leveldesign
by Benjamin Bauer
"an article describing my
opinion that art and emotions are
an important factor in leveldesign compared to common design"
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When is it time to bring art in design?
After we clarified the
different terms we should think about how we can add more art and emotions
to our levels. One important factor is simply to give a specific scope
for development. It is absolutly impossible to be creative in any way
if someone else designates in detail what you have to do. Another death
for art is if you have to do an exact copy from a photo or another game/etc.
Of course a mapper has to work with sketches on paper, but that is only
the second step in developing a level. The first approach should be always
an impression, a picture or movie which influences you, or a freaky gameplay
idea. The first part should be completely in your imagination before you
note down your thought. On the paper you can place your ideas and integrate
them in a well designed gameplay. My sketches never go in detail - I always
create a gameplay then I am painting a raw map with exact proportions.
I need it to build the first basic model of the map in the editor. Within
these rough blocks I slowly increase the number of details, lightning,
textures, sound, etc... but you have to roll back to your first thoughts
again and process them in your already designed environment. This progress
is exactly the right time to use your creative freedom as mentioned above.
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Show your own emotions
There are two main possibilities
in dealing with emotions in art. First we start to project your own feelings
down in the map. This sounds more complicated than it is. It is a very
subjective and personal way to design and you shouldn't be absolutly disappointed
because other players don't notice that while you filled the room with
furniture and wallpaper your favourite Britney Spears CD has broken. Okay,
I think now you know what I mean and now back to the topic. You have to
find a way how you can impress your feelings in the current part of the
level.
The easiest way is to work with colors. Just imaginate that you are a
small child. In your right hand you have a lot of pencils and in the other
hand you have a coloring book version of your map, which is only printed
with sharp black lines. Now it should be your job to shade the picture
with the colors which are most suitable to show the full facet of your
current feelings. Remember to use contrasts and different colors as well,
otherwise the player might think you felt damn bored when you built the
level. After this small return to your childhood you can open your eyes
again and choose the textures which best match your vision. Hey, closing
the eyes and thinking back shouldn't be a stupid or cheap drug experience
- sometimes it really helps if you think something is wrong with how the
level feels or you are missing something specific but you don't know what.
But of course colors are not everything, and one of my personal favourite
methods is lightning. With intresting shadow play you can not only energize
a boring looking scene without wasting a lot of polygons but you can simulate
your feelings as well. Whether your emotions are confused, depressed,
or out of control, it doesn't matter, you can always project them in your
levels with a little bit of fantasy. If you are choosing the lighting
it shouldn't be important if you are in a bad or good mood, because normally
you already represent that with the choice of colors. But it is still
important that lighting and textures fit together.
I am not sure if architecture or gameplay can be a mirror of your current
mood, but if it is possible at all it would only happen in the subconscious.
On the other hand this might explain why my levels are always big and
complex ;-þ. Ditto for details and sound in my opinion. They have
less to do with your current feelings, because they are something which
you normally place deliberately. But they play an important role if you
want to create emotional feelings for the player.
I already did some minor or funny experiments - while building ns_junglecomplex
I only heard hardcore music. Of course now I can not say if I would have
built the level in another way or style with e.g. church music. Personally
I can only say that the whole level is more rough than previous levels,
which were built with blues or jazz. Yes, music can influence your emotions
and thus your level to a certain degree.

(can you feel it ?)
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Creating emotions for the player
The second method used
to deal with emotions in art is to influence the player directly with
intentional sentiment. An easy word for this proces would be "atmosphere".
This might sound a little bit provoking, because atmosphere should be
an essential point for every mapper. I learned that "standard"
level designer talk about atmosphere consists of 90% about "gloomy
atmosphere" and the remaining 10% about "happy", but that
is normally only an excuse for boring shadows.
I already talked about colors in the section above, but there your own
emotions should show you the right ones. Now we start to talk how to influence
players with colors. This is very easy and doesn't need a long explaination.
I guess everyone learned in school something about this e.g. red = hot/love,
blue = cold/endless, green = relaxing/hope. Other colors transport other
meanings, too, like e.g. white = sterile/clean, yellow = danger/warning.
But not only the color itself can be a tool for you, don't forget e.g.
tempreture or quality. A whitish red has definatly another expression
than a strong red, and a table with a pallid wood textures looks cheap
compared with a robust one. I'll talk about this in more detail below.
In my opinion contrasts are very important! Definatly the most common
one is black vs. white. The bright parts always have something safe/friendly
as opposed to the black parts which everyone always handles with a little
bit of care because they are dangerous/sinister. But although everyone
uses it and is proud of his "gloomy atmosphere", we should try
some other contrasts and check the whole common list:
Color-itself-contrast: e.g. yellow vs.
red, yellow vs. blue, red vs. blue. Working with the three basic colors
is the easiest contrast and the most powerfull method to make objects
distinguishable from each other (excpet with shaders of course). Personaly
I use it rarely, never with intent and I have no real good picture of
it.
Bright-dark-contrast: This is an optical primary contrast. The
easiest way to work with this contrast is with light. Between white and
black is the whole optical world, all colors and the complete greyscale.
It is one of the main methods to create a 3D effect. I guess every mapper
knows that his level looks extremly strange/boring if he forgot to compile
the light. Sometimes you can increase this effect to highlight something
or you can enliven a scene without wasting a lot of polygons.

(light from above)
Cold-warm-contrast: This is
very subjective and relative, e.g. a reddish orange vs. a greenish blue.
I guess a player would have a strange feeling in an orange meat locker
or inside a blue furnace. Another easy contrast.

(cool, isn't it?)
Simultaneous contrast: If u
mix two colors and the result is grey they are complementary. e.g. yellow
vs. violet, blue vs. orange, red vs. green. The simultaneous contrast
is an optical complementary contrast. If you look at something which is
intensely blue and then you close your eyes, you see the opposing color,
orange. I really like this uncommon contrast because in my opinion it
enlivens and freshens the scene even more than some other contrasts.

(sky&rocks vs. plants)
Quantity contrast: This has
less to do with the colors itself but with the balances among them. If
a specific color dominates a scene then evey other single color is in
contrast with it. e.g. a red ski suit inside a big white avalanche. This
is of course another good method to highlight something.

(the blue lamp mark the bomb spot)
Quality contrast: You can get
very different results if you mix a color with grey. The color loses its
intensity/quaility and is now in contrast to its original one. Perhaps
it might be an intresting contrast but personally I never really used
it with intent.
These are the main contrasts of colors which you can create with textures
or lightning. But colors the only things in a level which create atmosphere
or influence the player. Let's talk about the contrast of form. The appearance
of a level is normaly very blocky because of the grid of your level editor.
Creating curves is one way to avoid that problem, and another one is to
use mapobjects (imported models from another 3d model editor e.g. 3D-MAX
or Milkshape). Both of them delight/soothe the eyes of the players and
can make your level very stylish. On the other hand, sometimes a mapper
simply doesn't want an elegant feeling, he want it rough and hard ( no
I don't mean his sexual likings! ). For example you can make a wonderful
mansion with a lot of nice looking details, everything smooth and full
of curves but as soon as you go down in the cellar, everything becomes
coarse. The player would feel the difference at once even if you work
without light contrast. Another possibility of highlighting something
special is to place a coarse object inside a very curved background.
Now you know some different possibilities to enliven your level and to
increase the richness of emotions. I can talk for houres about different
contrasts e.g. sound, movement, details, etc. but contrast is not everything.
Before you try something new you should definately test some more variations.
A single contrast may not be strong enough or has an effect on every player.
For example, you have a jungle, night setting with two cottages and you
want to place some lights. As soon as you place a single white light you
have a bright-dark, quantity contrast in addition to the form contrast
of the cottages and the organic plants around them. Now imagine if you
would a change in the light to a little bit of red/orange ( yes, I said:
"a little bit" !! we don't want to create a stupid looking Disney/Chuck-Norris
scene ) and automatically you have a simultaneous ( red - light vs. green
-plants ) and cold-warm ( red - lights vs. dark/blue - sky ) contrast.
In the eye of the viewer the cottages become now even more friendly, intresting
and the surrounding area even more threatening, dangerous.
I don't want to force you to use contrasts everywhere. Sometimes no or
less contrast can create an even better feeling. Especially in realistic
outdoor settings you should be more skimpy with your contrasts. Please
don't start to write down a list of contrasts which you would like to
use, while you plan your map! The idea to work with ANY kind of
art element should come more or less spontaneously. Simply follow your
design sketch and then you should feel that something is missing. You
simply have to develop the right feeling/vision.
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