Biomes
Biomes & Environment Design
Section titled “Biomes & Environment Design”- Biome Definition
- “Distinct geography with associated flora/fauna”
- Examples:
- Grasslands
- Forest
- Tundra
- Desert
- Examples:
- 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.