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Showing posts from September, 2021

UE4 Prototype

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  Level vs Composition In my level I was able to create something for each of the layers, a foreground layer which is what the player sees before them, a point of interest, and a background layer which is what the player may see in back (Composition of level Design, 2015). The foreground part of the layer was the many obstacles that the player would encounter, while the point of interest was the two layers that made up the level. There is an upper level and a lower level which each hold an type of sight angle which both are of low angle, they are both at the end parts of the two areas of the level where you can see what you have overcome.  It is a point of interest due to in the beginning of the level you can see the building that you need to get to in the distance, while at the second part of the level you can see the end goal of the level while traversing the level. In these areas I use the High angle composition view where they are able to see what lies ahead and how everyt...

Blog #2: First Pass + C

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  Composition layers: How can you incorporate composition layers better into your level?         Personally, I think the composition layers could be implemented better into the level just by simply adding more detail and works to the level. How giving colors and atmosphere to my level which is support  to be like a facility  would improve the   foreground  of the level.        I believe if I were to revisit my level, creating a strong center of interest is something that I could improve   in the level for I don't really feel that there is anything big that really heavily graves the players attention beside going throughout the level as of now.                          The background layer I feel could improv e if I had a way to create more of a look to the level, so it  doesn't simply look like the p...