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	<title>Comments on: Basing Level Design on Concept Art</title>
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		<title>By: Josh W</title>
		<link>http://www.agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/comment-page-1/#comment-324</link>
		<dc:creator>Josh W</dc:creator>
		<pubDate>Wed, 01 Jun 2011 01:45:23 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=383#comment-324</guid>
		<description>One perculair element is that they are designing for views that will never be seen in the game; I know when I played it that I did not get the same impression of coherence and . In fact what I experienced can be fitted quite neatly into the problem of not being able to get a good look at stuff!

The paths were not that intuitive, the aiming was useless, and there wasn&#039;t that much feeling of life in the game. Which is a shame, because had I been looking from their perspectives, I probably would have been much more involved! I&#039;m pretty sure there was some other niggle that meant we put it down, it might just have been the more immediately compelling alternatives.

It makes me wonder about levels that are made to look good from a distance, and whether that kind of design might be better suited to mmos, where you can actually stand and watch other players doing this stuff, then when doing them yourself, replay that viewpoint you enjoyed before.</description>
		<content:encoded><![CDATA[<p>One perculair element is that they are designing for views that will never be seen in the game; I know when I played it that I did not get the same impression of coherence and . In fact what I experienced can be fitted quite neatly into the problem of not being able to get a good look at stuff!</p>
<p>The paths were not that intuitive, the aiming was useless, and there wasn&#8217;t that much feeling of life in the game. Which is a shame, because had I been looking from their perspectives, I probably would have been much more involved! I&#8217;m pretty sure there was some other niggle that meant we put it down, it might just have been the more immediately compelling alternatives.</p>
<p>It makes me wonder about levels that are made to look good from a distance, and whether that kind of design might be better suited to mmos, where you can actually stand and watch other players doing this stuff, then when doing them yourself, replay that viewpoint you enjoyed before.</p>
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		<title>By: ShawnSieben</title>
		<link>http://www.agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/comment-page-1/#comment-185</link>
		<dc:creator>ShawnSieben</dc:creator>
		<pubDate>Mon, 13 Jul 2009 19:35:33 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=383#comment-185</guid>
		<description>@Werebadger

Concepts are initial to designing a level, but usually the concept artist is creating the look and feel of the level, and not the design. At least by what I saw in this movie clip.
Basing their design off of the picture they received, it seems like the designers aren&#039;t actually coming up with &#039;gameplay areas&#039; (levels) and are instead just planning a route that they think looks interesting off of artwork. I do the same whenever I look at MC Escher&#039;s artwork Relativity, but that doesn&#039;t mean I actually designed or created a level with gameplay in mind.</description>
		<content:encoded><![CDATA[<p>@Werebadger</p>
<p>Concepts are initial to designing a level, but usually the concept artist is creating the look and feel of the level, and not the design. At least by what I saw in this movie clip.<br />
Basing their design off of the picture they received, it seems like the designers aren&#8217;t actually coming up with &#8216;gameplay areas&#8217; (levels) and are instead just planning a route that they think looks interesting off of artwork. I do the same whenever I look at MC Escher&#8217;s artwork Relativity, but that doesn&#8217;t mean I actually designed or created a level with gameplay in mind.</p>
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		<title>By: .: WEREMSOFT :. &#187; El diario del domingo &#8211; 28 de julio de 2009</title>
		<link>http://www.agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/comment-page-1/#comment-175</link>
		<dc:creator>.: WEREMSOFT :. &#187; El diario del domingo &#8211; 28 de julio de 2009</dc:creator>
		<pubDate>Sun, 28 Jun 2009 08:38:50 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=383#comment-175</guid>
		<description>[...] Level design based on concept art es un artículo del sitio GameDesignBlog.com y explica la técnica utilizada para level design en el juego Damnation. LINK [...]</description>
		<content:encoded><![CDATA[<p>[...] Level design based on concept art es un artículo del sitio GameDesignBlog.com y explica la técnica utilizada para level design en el juego Damnation. LINK [...]</p>
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		<title>By: WereBadger</title>
		<link>http://www.agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/comment-page-1/#comment-162</link>
		<dc:creator>WereBadger</dc:creator>
		<pubDate>Wed, 03 Jun 2009 15:38:29 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=383#comment-162</guid>
		<description>Hang on I thought all games started with concept work like films do. I mean that&#039;s what a concept is something you do before you make it right?</description>
		<content:encoded><![CDATA[<p>Hang on I thought all games started with concept work like films do. I mean that&#8217;s what a concept is something you do before you make it right?</p>
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		<title>By: .: WEREMSOFT :. &#187; El diario del domingo - 20 de abril de 2009</title>
		<link>http://www.agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/comment-page-1/#comment-133</link>
		<dc:creator>.: WEREMSOFT :. &#187; El diario del domingo - 20 de abril de 2009</dc:creator>
		<pubDate>Sun, 19 Apr 2009 04:01:47 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=383#comment-133</guid>
		<description>[...] Un artículo acerca de como se crean niveles a partir de concept art salió en gamedesignblog.com, mostrando una entrevista con el tipo que hizo los niveles del juego Damnation. LINK [...]</description>
		<content:encoded><![CDATA[<p>[...] Un artículo acerca de como se crean niveles a partir de concept art salió en gamedesignblog.com, mostrando una entrevista con el tipo que hizo los niveles del juego Damnation. LINK [...]</p>
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		<title>By: Nodachi</title>
		<link>http://www.agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/comment-page-1/#comment-131</link>
		<dc:creator>Nodachi</dc:creator>
		<pubDate>Sat, 18 Apr 2009 09:56:18 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=383#comment-131</guid>
		<description>I like the idea of this. I personally try to make it the same with mods, while i have to admit you come across certain disadvantages. You have to block the players path way more then normal with invisible walls or obstacles and whatnot.</description>
		<content:encoded><![CDATA[<p>I like the idea of this. I personally try to make it the same with mods, while i have to admit you come across certain disadvantages. You have to block the players path way more then normal with invisible walls or obstacles and whatnot.</p>
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