So, I'd like to know if anyone got some nice "composition" resources out there. By resources I'm thinking tutorials, examples and so on... but anything goes. I've been seeing people talk about composition when it comes to 2d paintings but I never really thought it carries over well to 3d but apparently it does. After reading Hourence's level design book I realized there's A LOT that I don't know about composition that I really should know.
Uhm, ya.. hand it over!
If you're a resource yourself then please put yourself into a box and mail yourself over. I'll pay for shipping. lol :poly142:. Or you can do it the easy way and make a post!
Replies
http://en.wikipedia.org/wiki/Composition_(visual_arts)
Some entries on About.com
http://painting.about.com/od/composition/Art_Composition_and_Perspective_in_Paintings.htm
It'd be nice with some that are applied for 3d art though.
The PSG art tut also has some composition sections.
http://itchstudios.com/psg/art_tut.htm
What I mean is.. composition is kind of.. leading the viewer around the image. But for a level it'd be leading the player around the level... (well, it is more than leading people around but that was the easiest way to explain it I think).
So I guess what I'm really looking for is resources for composition in level design.
Maybe it is the same thing as for 2D images? I don't know
An example from Hourence's book is how people used vertically aligned structures to make buildings look taller than they are. Not sure if that counts as composition though?
Alex
Hourences has some good guidelines in his book. It's all essentially about flow... helping the player understand what to do, where to go, and how to get there. And wowing them along the way.
http://wiki.polycount.net/CategoryEnvironment
Read the links here, you should get a good idea of what it's about. Also helps make a few levels, and -very important- watch how other people play them.
Lighting can be a pretty important part of gameplay composition - especially if you are consistent with stuff. If you're in a room, the exit of the room should be immediately obvious, so that a player will never get lost or cornered (unless you WANT them to be lost or cornered).
You can also use "hero" assets (memorable/unique models and textures) as focal points and landmarks in a level, so players will know exactly what happens around a specific area (oh, the powerup is in the mouth of the giant skull!).
Also try and differentiate each room and corridor in some way, even if they're basically the same, you never want a player to be confused about exactly where they are in a level. Use lighting, props or unique textures to do this.