Blog #2: First Pass + C
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 player would fall into the abyss upon if they were to fall off the end of the world
Sight and composition angles: How can you improve the experience of your level by altering those angles?
I believe that I have a pretty good composition angle in my game because as soon as you start the game, you are able to see what lies ahead of you and what you will be heading toward, however in the later part of the level, the destination does become a little unclear because it is not right in front, however the more you progress, you will see the designated spot again.
Observation Spots: How does your level us observation spots, and how can you make them better?
I only really have a couple observation spots in my level. The first being on the top of the first building you can go up to and the second being at the end of the game where the player can go up the stairs to see the entire course they overcame.
Lights: How can you play with lighting to make better use of lighting throughout your level?\
I have a couple small lights in my level already, but similar to how I use them, lighting would be able to make each of my areas actually worth looking in as well as giving the room a sense of existence to it.

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