Results 1 to 6 of 6

Thread: A theory about player flow in map design

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default

    It's an interesting way to visualize an environment's concept. I think I'd have to see how you translate the information to an actual map in order to really understand and comment on the approach. I do like that it's abstract so that it could refer not only to a physical space but also a circular decision-making space, and possibly even the interface between the two kinds of spaces.
    Bryan Ray, visual effects artist
    http://www.bryanray.name

  2. #2
    Guild Journeyer Altrunchen's Avatar
    Join Date
    Aug 2013
    Location
    U.S.A
    Posts
    124

    Default

    Quote Originally Posted by Midgardsormr View Post
    It's an interesting way to visualize an environment's concept. I think I'd have to see how you translate the information to an actual map in order to really understand and comment on the approach. I do like that it's abstract so that it could refer not only to a physical space but also a circular decision-making space, and possibly even the interface between the two kinds of spaces.
    Well I got the idea after seeing a professional architect's creative process being displayed in a building. In the display, the architect started by drawing some large bubbles and labeling what they were supposed to be. Then they worked from roughly sketched areas into a basic shape given the landscape and from there they started developing room size and shape. So I just used a similar idea here with a representation of relative size and location without presenting the specifics. But thanks for the compliments :3.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •