Planning
When starting to plan I want you to think of the experience you want to share with the player. What do you like about museums or parks that you have visited? Is it the aesthetic, the architecture, the content?
I want the player to feel small in comparison to architecture and the plants that are in the world. Instead of paintings as art I want the plants to be the things the player is focused on.
Now with that experience in mind, how are you going to recreate that? Create some visual aids to help you create this experience in Unreal Engine - drawings, reference photos, mashups, etc.
Nelson Atkins main hallway for the giant pillars and large space. The botanical gardens in San Antonio Texas because it brings the feeling of being in a different world and something almost prehistoric. The picture from Jurassic World is where I want the player to feel like they are while going through the world.
Now make a map that tells me where the player starts and where the optimal path through your level will go. How will you guide them through the level? When will they meet the experience you have created for them?
Finally, explain your thought process for building the level this way. Why do you think that the player will react to your level in the way that you intend?
I want the player to feel uneasy while in the main hall. I will do this by adding unsettling music to that room and then setting it up in such a way that it looks like people left in a hurry, at the end of the hall I want the lights to flicker by the doorway that leads to the next section. Once the player goes through the door I want the door to close and for the music to change to a faster pace intense music with a monster/beast noise to play as soon as the door closes but occasionally around the player after that. I want the player to feel in danger and to feel small/ powerless but I also don't want them to feel rushed. For each room after the beast is introduced I want it to get louder so it feels like it's getting closer. The second time the player goes outside I want the time of day to change/ be different from the first time. I feel like this would lead to the player feeling more anxious.
Ensure that there are interactive exhibits, 3d models, things to pick up and hold. where can you add lighting, animations, particles, and surprises? How can you delight the player?
I think that I want the beast to tip over things that fall in the path of the player which they then have to find a way to open either by finding and picking up a crowbar or pushing/ pulling the object somewhere else. I think that I also might have somethings catch on fire then the player can get a fire extinguisher to put the fire out or a bucket of water depending on how hard it is to get an extinguisher.
Get Museum Level
Museum Level
Status | In development |
Author | Tyler Lefebvre |
Genre | Educational |
More posts
- Game LaunchMar 28, 2023
- Version PlanningFeb 02, 2023
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