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Creative process?

Archive: 9 posts


im considering making a level, and i want to know if theres a process involved, from insperation to publishing the level.
can anyone help?
2011-09-14 03:31:00

Author:
Unknown User


heres your process 10% inspiration 90% perspiration2011-09-14 03:42:00

Author:
AbsurdAj
Posts: 37


^^Oh snap. But true I guess.

Elaboration on the inspiration would be:

"I liked that level in Victoria's stage where you grab the cupcakes and slide around. And I really enjoyed that movie the other day that was set in WWII France.

Maybe I could have a stage where I slide along rooftops in a bombed out town avoiding soilders on the ground... Maybe a tank at the end... Hmmm I should play the MGS stages again... Hey I like the sneaking bits also.

OK now I just need to build it."

*toils away*
2011-09-14 03:54:00

Author:
Mr_Fusion
Posts: 1799


Everyone has their own process. There's no real right or wrong way to go about it. There are a few things that most people agree on.

Plan things out some. How much you do it and whether it is on paper or just in your head as you go is up to you, but having a clear idea helps.

Don't get overwhelmed by the hugeness of it all. Every level, no matter how big, is a collection of smaller parts. Work on the parts instead of the whole. It will be much less intimidating.

Experiment....lots

Ask questions.
2011-09-14 04:24:00

Author:
tdarb
Posts: 689


Deciding on the scope of your project beforehand may save you a half-finished level that withers away because you were bored with it, didn't have any inspiration left or you took a larger bite than you can chew. It should be something realistic and, unfortunately, a good feeling for this comes from experience.

If, however, you are certain from the start about how much time and effort you are willing to put into the level, then you can measure every subtask to that standard you have set.

Also accept that every level created is a growing entity; rarely does a creator know exactly what he is going to end up with from the start. Even better, if you allow to surprise yourself, try directions you hadn't thought of before and allow deviation from plans, you can end up with something greater than the sum of things.

One last tip: get the hardest stuff out of the way first. It will give you peace of mind, save you wasted time (in case it didn't work out) and might be a good boost of confidence in creating the rest of the level.
2011-09-14 12:33:00

Author:
Antikris
Posts: 1340


1) Inspiration

2) Basic testing of ideas

3) Build level, with basic logic

4) Frustration

5) Perspiration

6) Lbpcentral Help section

7) More frustration

8) Cry

9) Finishing touches

10) Publish

.... or something along those lines
2011-09-14 13:59:00

Author:
Ali_Star
Posts: 4085


love it ^ anyway, heres a good thing, start small, make a simple platformer with 3 friends have FUN after that keep making levels. start making them solo and start getting orriginal ideas. thats the best thing to do to start2011-09-14 22:41:00

Author:
dragonights
Posts: 209


Don't compare yourself to others - use the help section - realize that you won't get it right the first time everytime.


And last, from a creative standpoint, always step back and look at what you're making and consider, "How can I make this different than it has been done before?"

Good luck.
2011-09-15 00:38:00

Author:
CYMBOL
Posts: 1230


My process involves time-travel, I simply find all the best levels, travel back in time and publish them myself. The only issue is I lack a timemachine...one of these days I will have one though!

Edit: Well I got a time machine and traveled back in time but it turns out timemachines cause memory loss so now I am stuck making my levels from scratch all over again...
2011-09-15 00:49:00

Author:
celsus
Posts: 822


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