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Pablo Rodriguez

Biomes

  • Biome Definition
  • “Distinct geography with associated flora/fauna”
    • Examples:
      • Grasslands
      • Forest
      • Tundra
      • Desert
  • Level Designer Responsibilities
  • Must know:
    • Which biomes level uses
    • Available assets within biome
  • Should research/understand biomes
    • Let inform design choices
    • Example: Desert suggests
      • Large traversal areas
      • Sand mechanics
      • Windstorm visibility effects
  • Design Philosophy
  • “Don’t let biomes restrict gameplay”
    • Create internally consistent fiction
    • Primary focus: “compelling gameplay”
  • Good examples:
    • Ratchet & Clank series
    • Cyan games
    • Abduction (mixed biomes)
  • Sample Level Implementation
  • Elevation layers:
    • Highest: Guardhouse area & distant section
    • Middle: Valley with trees
    • Lowest: Lake area
  • Building masses:
    • Guardhouse: Low profile
    • Abbey:
      • Defined silhouette
      • Rocky precipice
      • Tower for navigation

Biomes provide framework for level personality while suggesting mechanics, but shouldn’t restrict design. Focus remains on compelling gameplay within consistent environment.