Nibble's & Bits

My thought's on game development, programming and everything else.

<February 2006>
SuMoTuWeThFrSa
2930311234
567891011
12131415161718
19202122232425
2627281234
567891011

Navigation

Other Blogs I Read

Indie Game Developers

Game Developer Forums

Subscriptions

3D Level Construction in 6 Steps Rated Excellent [5 out of 5].

There are numerous approaches to designing levels for 3D games, it really depends on the game itself as to what approach is best.  The steps I will be discussing won't apply to all games, but they are fairly good as a general proccess.

The game I am building is called Kumari Kandum.  To play this game, the player must move their avatar left or right and fire crystals into chains of colored crystals in order to match three or more of the same color.  There are various power ups that help the player by slowing down the progression of the chain, or removing crystals, etc.  The path the crystal chains follow is determined by the design of the track they run on.  In Kumari, tracks can be flat, sloped, overlapping or any combination there of.  The players view is up and behind their avatar on about a 35 degree angle.  This means their view of the track and crystals can also obstructed based on the level design.  It's also possible to place objects in such a way as to interfere with players shots.  

Kumari has many levels, but every four or so, the player will encounter a "boss" style level which will utilize one or more nasty tricks to make the level harder - such as a track that will cause chains to obstruct the shots on other chains in several places, sloping of the track, faster crystals and/or animated objects that will block shots from the player if their shots are timed poorly.  The level I am documenting is one of these "boss" style levels that I have titled "Critical Eyes".

 
Step 1: Sketch out your ideas
I start by sketching some ideas on my Wacom Graphire drawing tablet.  Drawing on paper with rulers and scanning is probably more precise, but I like to do it by hand.  It doesn't need to be perfect because it's never going to make it into the game in any form. Concept art is a throwaway asset, but it's very important in the process.

I draw the image very wide because Kumari scrolls left or right as the player moves their avatar.  In game, they will only see a portion of the width at any given time.

During this phase, I may go through a few drawings before selecting something to build out.  In this case, I was happy with the first sketch.
 

 
Step 2: Consider Lighting
I will use this image as an overlay in my final concept art.  The lighting will effect the colors and make it easier to see what the true color of my 2D textures should be and which surfaces should have specular reflection. 

It will also maintain the details regardless of what I do in the final concept illustration.  This is nice to have during the modeling.

The image was created with varying levels of black and white in conjunction with the burn and dodge tools, from the line art sketch.

 
Step 3: The Final Concept Image
The last bit of 2D work I will be doing for a while is the finishing of the concept art for this level.

This image serves several key purposes; it allows me to determine a general color scheme, it defines what 2D textures I will have to build later and it gives me a much better sense of what the finished level should look like.

It's also a good time to determine what additional little details you are going to want.  You may notice that I changed the center of the image.  I didn't like the pillar there.  I am not certain I like it at the back wall either, but I am willing to see how it looks in the actual level once built.

 
Step 4: Scale is Critical
Scale is critical in designing a 3D environment.   Probably more so in Kumari simply because the player drags the mouse left or right to cross the level.  If the level was to large, the player would have to drag their mouse over a large area.

To solve this, I ruff out the basic level and test it in game comparing it to my concept sketches, then fix as necessary, rinse and repeat.  It won't match perfectly, but it should be close when done.

Trial and error is a big part of the process, but it does become more scientific as you become experienced building levels.  For example, you can use the grid lines of your modeling tool to assist you. For Kumari, I wrote down the key indicators in grid lengths, such as maximum length and width of the level, and track width.  I use them with each level. 

Another tip for determining scale that I do, is bring in some previously created assets.  In this case, I brought in some items from a previous boss level, including the entire track (visible on the right side of the first image).

 
Step 5: Modeling


After you're happy with your basic scale, it's time to get down and dirty with your modeling tool.  I am using Blender. It's a great open source modeler that has more then enough tools for what I am doing here.

As I did with scale, at this point I am continuously going back and forth between Blender and the game to make sure I am creating a fairly accurate representation.  I'm also checking for any mistakes such as gaps or flawed surfaces. 

I monitor the game FPS to make sure that I am not pushing the geometry to much.  I generally want the level to run at 200FPS in windowed mode at this stage.  Once textured and the level is being played in game, it will drop by another 50-75 FPS on my computer.

I don't texture the level until it's completely built.  It's a personal choice, but I recommend it because you may choose to drop items, add in new things, or change the the size or shape of objects.   Making textures that you end up throwing away is a waste of time.

The colors in this image don't really mean anything to the final level, but they allow me to distinctly see the different assets that will need to be textured.

 
Step 6: Finishing Up

You will notice I have made several changes from the concept image.  
  • I felt the silver was to much in game, so I toned it down with some brown.  
  • I decided to make the purple balls glow with a swirling animated texture.
  • I added a texture to the back wall because I felt it was to flat looking.
  • I made the path slightly brighter then the concept.
  • I ditched that pillar on the wall and used a fire cauldron I created for another boss level.  I consider reusing assets fine as long as it's done sparingly or for the purpose of tying together levels.
Finishing the level involved several steps:
  • Creating textures for all the levels surfaces. Skinning 3D surfaces is an art in itself, but basically it involves allot of work spread between the modeling tool and your favorite image painting software. 
  • Adding in the path tracks for the crystals.
  • Placing the Power Gems (collect 20 to get a free man).  A power up of sorts that appears randomly in the game when the player makes a match.
  • Coding for the red balls in the center.  They move up and down at different rates to block the players shots on the back track.
  • LOTS of play testing and tweaking.
 
 
There you have it - the six steps of a Kumari Kandum level.  I hope you found this educational or picked up a tip or two to use in your own 3D games.
 
-Vorax

posted on Saturday, February 04, 2006 11:32 PM by Vorax

# re: 3D Level Construction in 6 Steps @ Wednesday, February 22, 2006 11:36 PM

Interesting that you consider lightning & finalize the sketch. Even though I'm not a level designer (nor a concept artist) I usually make sketches with pencil... and let the modeler handle the rest. Usually they continue directly to modeling (from pencil sketch) skipping your steps #2 and #3.

Your arguments make sense (like the coloring defines which textures to use)... I wonder if it would help 3D artist more to use colors in the sketch. I presume it could. :)

Juuso - Game Producer

# re: 3D Level Construction in 6 Steps @ Tuesday, February 28, 2006 7:01 PM

Adding color to concept art would definetly be a help for most modelers. It makes your vision clearer and allows you to better define the setting and mood you are going for.

- Vorax

Darren Pye

# re: 3D Level Construction in 6 Steps @ Thursday, May 11, 2006 9:08 AM

I like what your saying and it is like what i do

Ron

# re: 3D Level Construction in 6 Steps @ Wednesday, April 04, 2007 10:13 AM

I am a graphic designer/3D artist and work on concept art and modeling levels/characters. In a real studio environment it would be ideal to have a good concept art with colors,lighting etc. which will be defined by the art director and it is always a good idea to have the lighting and colors decided in the concept art stage to keep the art direction of the game constant over different levels/characters etc. You don't want a level or a character looking totally different from another level in terms of art direction and style.

Ritz

# re: 3D Level Construction in 6 Steps @ Friday, April 18, 2008 10:51 AM

I have Blender 2.45, but im not quite sure how to use it all. I understand what the tools are used for, but I dont know how to work them. I Have made a couple of sketches of some things I might want to do. But I just dont know how to create it :/ I know soon! =D

Dotkito (NT Productions)

# re: 3D Level Construction in 6 Steps @ Monday, May 19, 2008 8:06 AM

sIVdYO <a href="http://rmvgcaggubyw.com/">rmvgcaggubyw</a>, [url=http://tufjawlruhbh.com/]tufjawlruhbh[/url], [link=http://ifevectyykot.com/]ifevectyykot[/link], http://zwfthqycxqhs.com/

gzzfbkhftp

# re: 3D Level Construction in 6 Steps @ Saturday, September 27, 2008 1:14 AM

qhEzfh <a href="http://drxlfwhwppxi.com/">drxlfwhwppxi</a>, [url=http://utbkjbnxogrf.com/]utbkjbnxogrf[/url], [link=http://tmrphaipdtoh.com/]tmrphaipdtoh[/link], http://npuqlmvuxcup.com/

xffmpp

# re: 3D Level Construction in 6 Steps @ Thursday, December 25, 2008 12:01 PM

TzfGKW <a href="http://xepyxqsbwxbx.com/">xepyxqsbwxbx</a>, [url=http://xbkibdwgpukd.com/]xbkibdwgpukd[/url], [link=http://iowtozzbgpnt.com/]iowtozzbgpnt[/link], http://wrjiytltfcpa.com/

zblayrlwrem

# vrxacqlom @ Tuesday, February 17, 2009 6:50 AM

8aNb9q <a href="http://ohuqxvgpgfng.com/">ohuqxvgpgfng</a>, [url=http://xfxmhohqlbwi.com/]xfxmhohqlbwi[/url], [link=http://nsivnoivaxgu.com/]nsivnoivaxgu[/link], http://nzcpyybhfecy.com/

vrxacqlom

# re: 3D Level Construction in 6 Steps @ Monday, May 04, 2009 12:10 PM

HsL4U8 <a href="http://cstigogszueo.com/">cstigogszueo</a>, [url=http://gztyorwgsfjp.com/]gztyorwgsfjp[/url], [link=http://udyksmbpfngk.com/]udyksmbpfngk[/link], http://ywbwcqjtaarc.com/

auqoxog

# re: 3D Level Construction in 6 Steps @ Sunday, May 10, 2009 5:51 PM

MtCJXN <a href="http://ymwpqylsdgen.com/">ymwpqylsdgen</a>, [url=http://jshpwsjkzkmc.com/]jshpwsjkzkmc[/url], [link=http://mwwkqcheqlwb.com/]mwwkqcheqlwb[/link], http://hblampctspie.com/

zztwyrocit

# vsmqxv @ Tuesday, June 09, 2009 4:36 AM

mWh1CF <a href="http://anrdtbhiyvma.com/">anrdtbhiyvma</a>, [url=http://bzjbsoaeokyw.com/]bzjbsoaeokyw[/url], [link=http://kskdzucecidw.com/]kskdzucecidw[/link], http://jsfbearqjliw.com/

vsmqxv

# re: 3D Level Construction in 6 Steps @ Wednesday, June 17, 2009 9:04 AM

5jAfZl <a href="http://uitmyepuiuih.com/">uitmyepuiuih</a>, [url=http://wakcexomvjkb.com/]wakcexomvjkb[/url], [link=http://iauwrhaelfxs.com/]iauwrhaelfxs[/link], http://rlebwaegqfrr.com/

whdnoivugg

Powered by Community Server, by Telligent Systems