1) Kandinsky-inspired Level
Video shown below.
A highly detailed conceptual description can be found here.
As the level progresses, the sounds starts matching the players tempo.
The main idea I took away from this, was that a good level doesn't need to have an excess of enemies or complicated programming. A nice result can be achieved by simply thinking critically about the limitations of the game, breaking the elements down (ex. space) and expanding them as much as possible.
2) Interactive space focusing on shapes and motion.
Conceptual description here. A video of the interaction can be seen in the second half of the video below.
Both created by critical-gaming.squarespace.com.
Pushes space, the three layers, and how the character switches between them.
Very interesting stuff. I know this much thought doesn't get put into the standard player's levels.
Shows you could experiment with one just element forever.
Friday, May 22, 2009
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Thanks for the mention.
ReplyDeleteI still have so many ideas and experiements for LBP levels, but I've been side tracked since Improvisation #1. I need to challenge myself to work on smaller projects.