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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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Architecture and composition

We talked long enough about contrasts and emotions in our levels, now it is time for some other aspects of art. Now I want to take a look at architecture and composition. Architecture has always been esteemed as art as long as it isn't simply a copy! I am tired of telling other people that they should please use their brain and try to create their own architecture instead of making copies of existing buildings. You should see it as a challange to be your own architect. Of course it is obvious that in a normal boring part of a city you can't start to place extravagant or modern buildings. On the other hand the mansion of a druglord should not look like a drab building which you would normally use in a harbour setting. In my opinion if you have the chance to be creative you should really take advantage of it! I don't know why, but most mansions I see in computer games are in a neo-antique style. Especially some original european styles are very intresting as is modern art architecture. All of them could have amazing gameplay elements and would be someting fresh for the player's eye.


(modern art architecture - mansion of a drug lord)

The architecture of your houses should always fit in the current environment. A blocky style defintaly doesn't fit into an old district or old city. The blocky style only fits in industrial or harbour settings or if this part of the town is relatively new. Such a blocky town planning always reminds me about America and is normally totally different compared with what you find in older european citys. Town planning only playes a minor role in the history of art but you can find it in baroque parks. In my opinion gameplay and performance should be more important then a well designed part of a town. Okay, I know that normally every editor uses a 90° degree grid and it is not very easy to work against it.


(organic placment of the buildings in an old city)

Composition might play an important role for paintings but it is very hard to use it in level design. If you want to work with it you simply need some basic knowlege about theoretical art. As a small memory aid I copied what I found in my favourite/life saving internet dictionary for you (http://dict.tu-chemnitz.de/):

composition
n 1: a mixture of ingredients
2: the way in which someone or something is composed [syn: constitution,
makeup]
3: the spatial property resulting from the arrangement of parts
in relation to each other and to the whole; "harmonious
composition is essential in a serious work of art
" [syn: composing]
4: a musical work that has been created; "the composition is
written in four movements
" [syn: musical composition, opus,
piece, piece of music]
5: musical creation [syn: composing]
6: the act of creating written works; "writing was a form of
therapy for him
"; "it was a matter of disputed authorship"
[syn: writing, authorship, penning]
7: art and technique of printing with movable type [syn: typography]
8: an essay (especially one written as an assignment); "he got
an A on his composition
" [syn: paper, report, theme]
9: something that is created by arranging several things to
form a unified whole; "he envied the composition of their
faculty
"

For level design we should take a look at point number three: "harmonious composition is essential in a serious work of art". Yes, composition is used to create harmony. Such a haromony is often desired to create a specific feeling. If you have a scene which is strongly dominated by horizontal and vertical lines it would totally destroy the strict, still, organized harmony if you add something organic/angular/aquiline. On the other hand you can strongly influence a chaos/natural arragment if you place someting very blocky within it. It might destroy the harmony but on the other hand it is of course an eye-catcher. Players normally need things which stick out for orientation and navigation. You should simply give it a try. Normally I automaticlly include composition if I plan a town or develop special architecture. For me it is simply another element for adding harmony or disharmony.

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Imported art

Okay, we have been working the whole time on how to improve your level but why not make it even more simple? Why not simply import art in your level e.g. as a texture or model? Do you really need a lot of skill/thinking to include a model or texture into a level? No, even Garfield the cat can implement this. Of course I am doing this too, but definatly not to improve the art level in my map! In my last level (ns_beachhouse) I included pictures which were simply holiday images from fans. I asked them to send me some pictures.
Imported art can be used to invigorate your level but it has defintaly nothing to do with the topic of my current article. We want to improve the quality of level design, not to present your modelling/2D skills or the abilities of other artists. That doesn't mean that artistic models or textures couldn't really help your level! I was just talking about single models and textures which have less to do with the surrounding artistic/atmospheric environment.

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Mistakes which you could do

Art within level design for me is only another interesting aspect. It might be wrong to give art a very important role in your map. Gameplay, performance and quality is definatly still more important than anything else. In my opinion it would be wrong to say this level is bad because e.g. he follows no aspects of art or the designer chose the wrong contrasts. On the other hand it might be incorrect to compare the art you know from museums or school with the art I am talking about here. It is nonsense to say something like: "Hey, Ben ns_junglecomplex has the similar feelings like many pictures from Vincent van Gogh, which I saw in Paris." Personaly I have no problem with such compliments but they could be a little bit too freaky...
Yes, it is true that art can be extremely boring for most young people - I am young, too - but it is wrong to forget everything we know about art, especialy if you are doing a creative process like level design!
Keep everything simple, otherwise even the more experienced people would never notice some details. It shouldn't be very common in your level. A museum with a hundreds of old pictures in every small room will definatly flash you the first time - the time of flash is different from person to person - but then your eyes/you get sick of it. The same would happen in your level if you have too many different things drawing your attention or you are using the same technique all the time. Try to be diversified and innovative where possible.

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Final words

What a surprise! I was making a small break while I was writing this article and was watching TV. I switched between the channels and there was a intresting documentation about history of computer games and its different influences. There an american professor compared the way the designer of Myth - an old render advanture - worked with textures and light with the work of Rembrandt - a famous dutch painter of the 17th century. This professor was not the only one who saw parallels between game design and art itself. The reason why I am telling you this is that I have mostly the same point of view and was reinforced by the documentation. Otherwise I am happy that they didn't talk about level design because then I would have to rewrite most parts of the article again ;-).
No, I am not one of these freaky art geeks! I just wrote down what I remember from school and what I am still using during the creation of levels. I hate to tell it but it is true that some of the theoretical stuff you learn in school might be helpful in your future.
Perhaps you wonder why I wrote this article. Of course I want to bring more new/exacting/fresh elements to level design, and if you are not a level designer perhaps you start to see maps with a new point of view. Perhaps you have some more respect for the people behind your favourite levels and start to think why. But for me creating a level is a very personal process and I wish that even more people felt like that. Every normal level was built out of nothing. The level designer is the only one who brings life into the map and he is the one who gives it a soul. The level is a reflection of the thinking of its creator. He is the person who determines how everything will look. If you would take a look at the map of a designer who is color blind I guess you'll see some very funny texture combinations. Perhaps that example is too simple but that is his view. I guess you know what I mean.
You have read to the end and you might have learned a lot of general and theoretical knowlege/nonsense. Now it is your turn to think and try to develop your own ideas and styles. The most important thing should be that you start to use your brain. You can be proud of yourself if you create a wonderful looking level but craft skills alone are nothing if there is nothing intellectual behind it.
Perhaps you don't share this opinion with me, no problem, contentious discussions enliven the community.

 

BenB - benb@benb-design.net

 

 

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