FANTa Friday - Design Phase, part 6: Raising the Roof
Apologies for the lack of FANTa update last week. My workload at the office has been ramping up due to impending deadlines and scaling responsibilities. I’m still learning the ins and outs of the Creation Kit in my off time and I’m making some progress. This week I’ll be discussing a specific observation and tool for level design using a demo I’ve made with the creation kit. Specifically, how to make a space feel big or small, despite both having the same amount of playable and usable space.
This is our demo room. It is a rectangle.
I’ve added a ceiling to this room and built it for Skyrim. Observe - Here’s a video I shot of me just wandering around for a few seconds in this room:
It seems like a good sized room. Then I made some minute adjustments. Even though the total amount of playable space available remains constant (the total amount of space in the room where I can actually reach by walking), it feels very different. All I did was raise the height of the walls and ceiling by about double. Take a look:
Doesn’t it feel so much more spacious than before? There are all sorts of little indicators that make it feel bigger - the fact that the upper part of the room seems to be moving more slowly than the lower part due to the perspective, the fact the ceiling is now outside of the default sight line forcing the player to actively look up in order to see it.
You may not have noticed these specific elements until I mentioned them, but I can assure you that your subconscious brain did. That’s why it feels bigger - your subconscious brain is telling you “this place is way larger than the last one”. This architectural technique is often used in home construction as well - if you build high ceilings, it makes the place feel bigger even if it’s actually a tiny studio apartment with very little floor space.
This effect also works in reverse. Observe:
This time I brought the ceiling down from the “normal” height, to the point where it is barely above the player’s jump height. Doesn’t the room feel so much smaller now? The space just feels like an enclosed box. It’s still the same room. It’s still got the same amount of playable and usable space. It’s just the feeling from adjusting the height of the ceiling that evokes an entirely different reaction from the player. Your brain is subconsciously picking up on all of the little observations, like how the ceiling seems to move faster relative to the walls and the like.
Level design is about using multiple techniques to evoke a specific feeling in the player. For the FANTa project, we need to build a sense of verticality as well as scale and size. This means that we’re going to go with a lot of high ceilings in places like the Mezzanine and the Observatory. We probably want the Cellar to feel a little smaller and more claustrophobic, but we also want the player to fear potential falling, which means it will likely have low ceilings and bottomless pits visible. There are lots of other architectural techniques we can do in addition to this (some of which I’ll probably go over in the coming weeks) that all function as tools to craft a space where we can convey a lot of information to a player within a very short amount of time with just the way it looks.
This week we continue the Design Phase of the FANTa Project!
[What is the FANTa project?] [Git the FANTa Project]
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