One sheets

   

  Cade Boden

Underwater Hunt

Background: You are located in an underwater world in search of the treasure chest within the sea.











Spacial types:

  • Narrow Space: I found narrow space to be a tight space that the player will need to walk into. I created an entrance pathway which I was trying to make  a little like a crevice that the player would need to walk his way through. 

  • Intimate space: In the book it talks about this space being an area where the player can test out their controls, such as jumping, shooting and other mechanics. Thinking this way, I choose to create a space in the middle of the map where a player would be able to do those actions, such as jumping and shooting for testing.

  • Prospect Space: This area is described as being a large open area and I used this in most of the places I showed one of the monuments within the level.


Connect to its a labyrinth/maze: In the book, it classifies a labyrinth as a maze like levels except that it is a single path that will eventually lead to your goal, while maze is one entrance with many different paths inside of it. I felt my level connected to being a labyrinth because ultimately there is one path through the entire map, however there are a couple other paths that lead out to different areas.


Architecture Spatial Arrangements: When I made my level, I sort of used the fore ground arrangement because I used a sort of positive and negative route in order to show where the path the player can go as well as where it can be shown is an off limits area.


What was I aiming for when making the level: When making this level, I was trying to make the player have a goal they are trying to reach but also have an area to explore. I sort of connected the ideas of monuments in the book, guidelines for the player to find.


Other concepts: If worked on, hope to add puzzle to make it more interesting






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