LD Metrics Gym

 Yo! Not much news to talk about in my level design life, so I figured I'd talk about my metrics gym methodology. A metrics gym is basically a tool for level designers to understand the mechanics and the player controller they're working with before they get into level designing. I can definitely see the use of it, if only for designating a uniform doorway size. Still, I'm not sure I went quite as far as I should have. 



To be fair, my mechanics aren't particularly intricate. Maybe in the future, I'll realize I was missing a bunch of measurements that would be key, but for now I feel like this serves my purpose just fine.

Blueprinting mechanics ahead of time is pretty useful. For my FPS level, I remade a pretty classic puzzle we see in lots of games, with a raising water level and some crates and wooden debris that floats.



Classic, huh? There's not much to it in terms of blueprints, but it gets the idea of the level across. Of course, when it comes to actual implementation for a final game, programmers and tech artists would have more ownership over the actual effect. This is just to test the design of the level. 

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