UE4 Prototype

 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 everything looks taller and taller ahead of their current place of view. I was able to create somewhat of a background layer to my level through the landscape tool by creating mountain like areas that the player can see as the surrounding of the level.


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