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What kind of maps Q4 lacks in?
Tourney
24%
Team DM
10%
CTF
28%
Deathmatch
38%
Total votes: 29

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Immersive Level Design

Submitted by Peeves on Thu, 2005-10-20 11:21.

With the new wave of Next Gen technology, levels give us level designers the ability to push ourselves further with immersion techniques inside our levels. Immersion design has always been limited by technology until the past year with the releases of advanced games such as Doom 3, FarCry, Quake 4, etc. These new games give us the ability to expand our creativity, creating new medians for us to suck the player more into our game worlds, to experience what we want them to experience. We now have a stronger control over the players feelings, we can make them scared easier, we can make them sit on the edge of their chair or ducked low and quiet. It is now up to us, Immersion design is not Detail nor is it Game Play, it is it's own category that not many non-professionals can get a grip of.

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I will be writing an article this weekend on my techniques for Immersion design, there is no right or wrong way for doing immersion. Immersion is your own techniques, what you think you can do to make the world come alive. I hope, that telling my ideas and techniques on approaching Immersion Design will give you the insight you need, to develop your own techniques and methods of approaching this new and critical advancement in level design. With the next wave of Next Gen games coming out, independent level designers and professional level designers alike face a challenge that they will need to stay on top of in order to stay ahead of the game. MOD teams are starting to become more sparse, very few MOD's are being anywhere near completed with the new age of technology. You can count on RUST to help you get up to date with these new technologies, and techniques on working with next gen technology.

-Kedhrin "Peeves" Gonzaelz

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