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#1

Drawing before level creation?

Archive: 17 posts


Okay, I meant to ask this question a few weeks ago, so here it is finally:

By me being an artist for unrelated projects, I had thoughts about drawing conceptual designs for my upcoming Little Big Planet level ideas, just to make things a bit easier.

Does anyone think this is a good idea for me?
2009-08-27 01:49:00

Author:
Rapidkirby3k
Posts: 121


Of course, I know I, as well as many other creators always draw out either concept art or actual level schematics on paper before heading into create. But you should be always open to change.2009-08-27 01:53:00

Author:
Trevor
Posts: 78


It's nice to sketch out what you are going to do beforehand so you don't get creator's block in the middle of a level. Most people will trudge on and eventually work it out, but having a clear plan in place really helps speed up the design process.

Be warned, though, not everything that you plan out will translate well into lbp. In my latest level, I had everything planned out too well, so when it came down to actually make the level, it was frustrating when something didn't work how I had drawn it.
2009-08-27 02:03:00

Author:
comphermc
Posts: 5338


A lot of creators here do exactly what you do, i know i have a notebook for LBP designing 2009-08-27 02:05:00

Author:
Burnvictim42
Posts: 3322


What I've learned is that you can sketch out every single little detail in your level, but what you make is going to come out totally different. If you draw every piece of your level, right down to the last bolt and piston settings, it will look great on paper, but it just doesn't translate smoothly into LittleBigPlanet, whether you are a veteran or a beginner. For example, I got an idea on how to build my LittleBigBattleship level. I made 10-15 pages of sketches on all of the logic and machinery. It looked perfect on paper. I started working and realized the grid isn't exact enough to do it the way I wanted. I had to construct an entirely new system from the ground up. It worked in the end, but it was nothing like what I started off with. My advice would be to make a rough outline of the level, so that way everything isn't set in stone and you won't run into major roadblocks because of a design issue.2009-08-27 02:14:00

Author:
BSprague
Posts: 2325


I usually just do a *very* (think big blobs) rough sketch of where i want sections to go so i can get straight in my head how the level will piece together as a whole. I then go in right at the start and put in big chunks of dark matter representing each section. It just helps me to get a feel for the level and flow, when there's actually nothing there.2009-08-27 02:24:00

Author:
julesyjules
Posts: 1156


Yes... good idea.

I'm not sure I would ever sketch everything out for a level, but helpful to know where things could fit and possibly map it out. I also like to take my sketchbook with me so if stuck somewhere with some time to kill , I can doodle on some concepts or work out some details of logic etc.. Also great for making notes or keeping a to do list. You never know when an idea might hit you and I am more than likely to forget it if I didn't put it down somewhere!!
2009-08-27 02:33:00

Author:
jwwphotos
Posts: 11383


The biggest problem I have when starting a level is getting the scale right. Julesyjules's idea might help there, but I can never seem to size things right until I actually let sacky bound about in the level... Any tips from y'all there?2009-08-27 02:46:00

Author:
comphermc
Posts: 5338


Yeh, that way is probably only useful when you're working on a large scale level, mine always tend to sprawl a bit all over the place. Scale is something I've been thinking about actually, i naturally tend to build everything so that Sackboy is dwarfed by his surroundings, yet i really like those levels where everything is tightly knit, detailed and close quarters. It comes down to your instinctive style i guess.2009-08-27 03:07:00

Author:
julesyjules
Posts: 1156


Yeh, that way is probably only useful when you're working on a large scale level, mine always tend to sprawl a bit all over the place. Scale is something I've been thinking about actually, i naturally tend to build everything so that Sackboy is dwarfed by his surroundings, yet i really like those levels where everything is tightly knit, detailed and close quarters. It comes down to your instinctive style i guess.


I have an issue with scale as well. I like huge areas, but also enjoy those tight knit ones like you say. What I am attempting to do on this next one is do some test blocks on the grid and build a small area so I at least have something to compare to. ...at least in theory it sounds like a good idea!!
2009-08-27 03:53:00

Author:
jwwphotos
Posts: 11383


Jackofcourse is the master of tight, precise spaces. I'm working on a project where I sort of emulate his style, but I've noticed that parts of my level tend to be sprawling, while some match his tight design... I'm learning a lot!2009-08-27 04:11:00

Author:
comphermc
Posts: 5338


Drawing your level ideas is a great idea, just dont expect it to end up exactly how it was on paper. I just get the basic layout of the level and symbols for certain gates or logic. it's also a good idea to draw in your little sackboy to scale with the level so you can get an idea of the size when you get into create mode.2009-08-29 01:44:00

Author:
Altair1911
Posts: 15


It depends... Never draw complicated when things are small, try to keep it simple. If you're making something BIG, Details are very good to have. Remember that you also can use stickers, but be sure to know how small you can get the sticker to be.

I have already tried to scetch on paper first, and it is harder than it seems.
If you're designing a level, it can bee a bit hard, but enemies and such are easy.
Use the corner editor to make it perfect when making enemies. Though, in my opinion, if you want details, the best is to not use grid, maybe exept for the big ones.
2009-08-30 20:55:00

Author:
moonwire
Posts: 1627


I for one am definitely going to plan in the future.
I got LBP in November, and since then I have made one proper level, which took me 5 months.
So yes, plan or you'll never get anything done.
2009-08-30 21:10:00

Author:
ARD
Posts: 4291


Iam all ways drawing out stuff XD I just love drawing2009-08-30 21:59:00

Author:
jump_button
Posts: 1014


Planning is ALWAYS a good idea. You will also save alot of time when building.

The more I create, the more I plan before I do.

.
2009-08-31 01:56:00

Author:
RangerZero
Posts: 3901


this is kinda of off topic..but when i do my graffiti, i have a picture in my head...but when i do them, i listen to music, and the music helps with the design...thats y when do custom graffiti (such as the ones in my album) they all look a little different. same for my cartoons.. the emotion on their face, are what i get from a song... the frown and stuff dont mean sad tho..its more of a graffiti style that u see on most graffiti cartoons. its hip hop2009-08-31 03:40:00

Author:
ViDi--ViCi
Posts: 123


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