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Game Level Design ( Max + Unity3D ) Course

Game Level Design ( Max + Unity3D ) Course

Pixelman

Regular price $1,250.00 Sale

Duration: 30 Hours in class

The whole course is 30 hours, but each student is only allowed to enrol in the first stage for only 10 hours. Students cannot apply for a Certificate until 30 hours have elapsed.

Game Level Design Course is one of the most popular skills in the video game design industry.

Level design, Environment Design or game mapping is a discipline of game development involving the creation of video game levels—locales, stages, or missions. This is commonly done using a level editor, a game development software designed for building levels; however, some games feature built-in level editing tools. Level design is both an artistic and technical process.
We are teaching you how to create a logic and practical video game level.
Level design for each individual level in a modern game typically starts with concept art, sketches, renderings, and physical models. Once completed, these concepts transform into extensive documentation, environment modelling, and the placing of game-specific entities (actors), usually with the aid of a level editor.
A level editor may be distributed as a complete stand-alone package, at times, rivalling commercial 3D modelling software. There are various steps involved in laying out a map and these steps may vary dramatically across the many different game genres that exist today.
General steps include:
•    Laying out the large-scale features of the map, such as hills, cities, rooms, tunnels, etc., for players and enemies to move around in;
•    Determining environmental conditions and “ground rules” such as day/night, weather, scoring systems, allowable weapons or gameplay types, time limits, and starting resources.
•    Specifying certain regions where certain gameplay activities or behaviours occur, such as resource harvesting, base building, water travelling, etc.;
•    Specifying non-static parts of a level, such as doors, keys and buttons with associated mechanisms, teleporters, hidden passageways, etc.;
•    Specifying locations of various entities, such as player units, enemies, monster spawn points, ladders, coins, resource nodes, weapons, save points,
•    Specifying the start and exit locations for one or more players;
•    Adding aesthetic details such as level-specific graphic textures, sounds, animation, lighting and music;
•    Introducing scripted event locations, where certain actions by the player can trigger specified changes;
•    Placing pathfinding nodes that non-player characters take as they walk around, the actions they will take in response to specific triggers, and any dialogue they might have with the player.
Cut scenes may be triggered by events in a level, but require distinctly different skills, and maybe created by a different person or team.
The Level Design Process may be iterated several times before achieving the desired outcome.
Level designers and/or concept artists may also be required to provide a pre-rendered map of the level (or entire game world) for the player.