【Heaven Devlog 開發日誌52%】從一張紙,誕生所有的遊戲關卡 All levels are born from a piece of paper

【Heaven開發日誌 52%】從一張紙,誕生所有的遊戲關卡
這是精心手繪的遊戲概念地圖,它與關卡密不可分。在遊戲中,一條路要走多久?這些路線如何讓玩家順暢進行遊戲、又不影響劇本安排的內容進度呢?從一棟屋子到一個聚落,或一棵樹到一片山谷,都經過精密的設計。

地圖設計同時也幫助團隊建立共識。比如說,當你要畫場景圖,總要知道這個學校是蓋在高山上,還是都市中吧?;為了做出最貼切的音效,你總要知道蛙鳴會出現在池塘邊,而不是工廠裡。


對於遊戲地圖,大家怎麼想呢?

 

[Heaven Devlog 52%] All levels are born from a piece of paper
At SIGONO, the levels of a game are closely tied to their paper counterparts. How long should a player walk for? How should they move through the space? And how do all these fit with the story and setting?

These maps also help keep all team members on the same page. For example, the artist needs to know whether the building he's drawing is on a mountain, or in the city. For the sound designer, knowing where to place audio sources requires knowledge of the geography as well! So what are your thoughts on maps?


GAMES MADE BY SIGONO / 看看 SIGONO 製作的遊戲吧