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Monday, August 3 • 10:00am - 11:45am
Artificial Way Systems in 3D Isometric Games like Drakensang – Online

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The topic of this Session is how to create way, maps and level structures in 3D Isometric Games like "Drakensang – Online”. To create such a perspective generates some problems and demands first decisions in Art, Gamedesign, Story and programming. These simple problems are e.g. hiding objects by other objects and the readability of silhouettes from top to bottom with cutting highs. Another topic is Details vs Emptiness, what is the right way to illustrate a such game. Must be there a separation of level space between gameplay and narrative? Furthermore the question, how to create an intuitive leading of players in such a weighted perspective! To give an answer to these problems we must look on the basic elements of way and our perception. What is a "way"? What is, if a way is broken or crossed by other ways? How we are able to recognize or lose our way? And how can we illustrate, tell, communicate this to the player. If we know the answers of these questions, then we can make a better decisions in creation artificial ways in our games.

avatar for Florian Busse

Florian Busse

Senior Level Designer, GIANTS Software GmbH
I hold a master degree in Animation from the University of HFF – University for Film and Television, Potsdam/Babelsberg. I develop myself to an senior 3D environment modeler. My other experiences include texturing, drawing, sculpting, visual storytelling, and game design. During... Read More →

Monday August 3, 2015 10:00am - 11:45am CEST
Respawn Stage 5 - Classroom

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