- K0N ART15T
- |
- Exalted Member
Hi everyone,
A few of you might know that I'm in school right now and working on my master's degree. For those interested, I'm majoring in art and engineering, focusing on level design and environmental art. Anyways, I'm working on my master's thesis paper. I'll be analyzing the art and design of multiplayer maps within the Halo series.
Thesis: As environmental art increases, level design decreases. In other words, as levels begin to resemble believable environments and places, compromises are made with level designs, that effects playability.
What this paper is not about: This is not a paper about which Halo map you like best. This isn't a paper about which Halo mechanics you like best, or how much you like or dislike AA's, or how mechanics affect level design. Lastly, this isn't about which Halo map/ game you feel is the most competitive.
Things you probably have an opinion on that might be helpful to me are:
1. What halo titles have you played?
2. What type of player are you?
3. How do maps like Longest and Elongation differ because of the environmental art added to Elongation? An example would be: I would consider the conveyor belts to be an influence of the theme on the design. How about other maps like Lockout and Blackout?
4. Do you feel that the art and/or theme help or detract from the design?
5. What are some positive things about believable environments?
6. Do you care how good a game looks? Yes or No.
Questions for those that have work on an FPS on a professional level (Halo, HEK, distributed MODs, or other published FPS title.)
1. If you have worked on past AND current gen engines, has your work flow changed?
2. Does having the ability to make the environment more believable influence your design/level layout?
3. Do you feel pressured to make the level look like something?
4. What percentages of your work time were spent designing the layout versus dressing the level?
5. Do you feel the "look" of the map became more important than playability? Yes or No, and why?
6. If you worked with a team, what role did you fulfill?
7. What was the name of engine used for game, and for what platform was it made for?
8. What year was the map or game released?
Pictures: early level layout (napkin sketches), BSP, final dress level. When possible show top down views that show level layout. Please hi-light changes to level layout, if any.
Please note: If you choose to respond, please only answer the questions that apply to you. Also, please note if you are a casual player or a hardcore player. If you created a map for Halo PC: SE and have link, please provide it, and/or links to IMGs. If you have worked on a MOD or game and you're not under an NDA please post IMGs and provide the name of the title.
Lastly, if you respond and you would prefer that I use your real name, please state it. If you prefer that I do not disclose your forum name, please say so. I'll assume it's cool that I use any response, if you take the time to respond. Thanks in advance, and if you have any question, please ask.
-kon (ryan)
p.s. No flaming, keep it respectful. I consider all 5 games to be works of art. I'm simply looking at the relationship between art and design.
[Edited on 05.05.2011 8:33 PM PDT]