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FPSC Classic Product Chat / Design Inspiration: Topdown Photography

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Bugsy
17
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Joined: 24th Nov 2008
Location: another place in time
Posted: 19th Jun 2012 04:22
I've made an interesting find (on tumblr obviously). It's some nice topdown photography that really gets a feel for lived-in environments and whatnot. No doubt some excellent level design inspiration for anyone looking at a bare room in the editor and wondering how such a place might be laid out. All photos credit to Menno Aden.




















I'm sure these pictures will have a profound affect on how I look at my own level design, in that it is seen the pictures that walking paths are strongly considered in the lay of the clutter. I've always adhered to keeping the middle of rooms clear in order to let players move freely through them as that's how most people organize a mess. anyone else have any comment on what they see?

maho76
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Location: universe-hub, playing the flute
Posted: 19th Jun 2012 11:14
thank you for this, bugsy, very interesting.

Ross tra damus
3D Media Maker
20
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Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 19th Jun 2012 16:43
Yes, very intersting and it makes sense to build rooms as they would likely be in real life.
However, how would enemy AI work with this 'clutter' regarding collision?

Thanks for showing the images (nice concept).
maho76
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Location: universe-hub, playing the flute
Posted: 19th Jun 2012 17:40 Edited at: 19th Jun 2012 17:44
1) normally a living-room has a wide, empty mid-area and "slots" around it, as you can see on the first 4-5 pictures.
2) when you want people to split up, you would design a room in rows, like churches or supermarkets.
3) when you want to lead a (customer) person through a defined route, you would use labyrinth/spiral-style ending at the cashpoint, see picture of the small supermarket (wich is a mess with 2 dead ends when thinking of room-design and customer-psych^^)
4) when you want to give the visitors full freedom in exploring the room, choose a big room divided in different sections by pillars as splitters (see modern malls).

little excursion to room-design. hope it helps.

Bugsy
17
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Joined: 24th Nov 2008
Location: another place in time
Posted: 20th Jun 2012 05:17
That's some interesting insight, maho76. I'll be sure to remember that designing in the future.

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