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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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