3D World

UNREAL GAME

Part 3: Planning the flow of in-game jeopardy

- Rob Redman

In previous instalment­s of this tutorial series we planned the look and feel of our level, but other than the initial brief we don’t have any details of what our player will face, or the timings and location. We need to define the flow of the level.

First off we will need to create a bill of parts that can form the list of what assets need to be created for modelling and texturing. This might be the best place to decide where some savings could be made with regards to repeatable assets. Obviously we don’t want to make the level repetitive, but there may well be places where elements can be reused, saving precious system resources.

Secondly, and more importantl­y, this is where we start to define the player’s journey through the level and it’s where we will lay out the ebb and flow of threat vs progress, both vital to the playing experience. The key to balancing these factors is often thought of as the rule of seven, which is a way of visualisin­g how to introduce varying amounts of jeopardy for the player to deal with. There are many things that could make it onto our flow plan, from items of terrain blocking the path, enemies waiting to attack or power-ups and loot chests, offering potential advantage. Using the rule of seven (or multiples of it) we can lay these out to generate the flow our player will take.

Although the world is open and the player can explore, to complete the challenge they will need to stick to a path of sorts. We need to make sure this is clear enough to follow without it feeling like they are stuck to rails. We will have an assistant to aid in this, offering hints and advice which the player can attempt to follow. To reinforce the jeopardy we will use sound and lighting events to support the threat, as the chaser nears the player.

This won’t be the only threat however, with elements like fallen trees, chasms or forks in the path to add tension.

01 BLOCK IN 7s

As I mentioned in the intro there is a rule of seven that can aid us in blocking out the rhythm of the level. This breaks down sections of the level into seven separate threat zones, which you can layout across your map. What is important here is that you also add rests, opportunit­ies and breaks, so it isn’t a simple uphill struggle with no contrast. Have a look at my sketch and you will see I have seven threats but have also added a start, end and three rests. You can lay the rests out how you see fit, but I think a more gentle start is best so I have made my flow to represent that.

02 THREAT INTERACTIO­N

Although this flow map isn’t based on the levels map it might be interestin­g to have an area where players could crossover in game, so now is the time to plan that in, so that the actual in-game layout matches. This is the point where the flow map becomes a little more representa­tive and will inform the modelling a bit more.

03 NAMED ELEMENTS

At this point we need to start assigning a little more detail to these elements, whether they are rests or threats. For now, a simple name or brief descriptio­n is enough. That will give us more to work on later and will help it stick in our minds as well as we progress with the plan.

04 THREAT LEVELS

Next up we need to decide on what level of threat each of the seven sections represents. They can all be similar, or you can mix them up. If this was a first-person shooter you might just slowly increase the number of opponents, but for this it’s more about risks to the player on their path. I’d suggest starting off easy, slowly building, with a slight respite before the final hurdle. Maybe a simple rating from 0-10 would help here. The mechanics of these risks/threats will be worked out in the game engine/layout phase once physics are in play.

05 BUILD AN INTRO

Describing the intro here is wise. This can be a short paragraph or fleshed out in more detail. Are you going to create a cutscene or use in-engine timed events to get started? I’m going for the latter, with my player’s assistant being the instigator/narrator, setting the scene, adding urgency and describing the impending threat.

06 SUCCESS OR DOOM

In a similar vein, try to flesh out what happens at the end of the level. What’s the reward if the player succeeds in reaching the goal without being caught? Is it a bonus for the next level, or a cool cinematic? No matter what, they need to be rewarded. If they lose, how do you present their demise to them? Can they restart at a checkpoint or do they have to go back to the beginning? •

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 ??  ?? 3D World’s Rob Redman is a veteran 3D artist and creative director of a boutique studio, working across film, games, TV and print. He was a 3D artist on the Webbywinni­ng Plot Device. pariahstud­ios.co.uk
3D World’s Rob Redman is a veteran 3D artist and creative director of a boutique studio, working across film, games, TV and print. He was a 3D artist on the Webbywinni­ng Plot Device. pariahstud­ios.co.uk
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