I draw a lot of layouts. Most of my drawings are incomprehensible and only make sense to me, but I swear there’s something beneficial on the paper. This part of the design process, for me, is the first time I get to really fantasize about what a world will look like. I’ll usually draw at least 10 different layouts for a single world. When I have something that works, I quickly go to blender and try to mock it up.
The reason I’m thinking about them is that I have drawn a ton for this world I’ve been working on. The process can be long going through drawings and blender creations of walls, windows, and doors. Sometimes I’ll get far into a project and completely scratch it. I hate doing that, but it’s kind of part of my process. Something wasn’t working, and when I get that urge to start again, its usually because I have some epiphany about how something would be way better. I don’t think its a very efficient way to work, but, you know, it happens sometimes.
Level design for a social VR space is very unique and new. I have my beliefs on what makes a VR space succeed (which I’ll probably talk about at some point). The questions you’d ask yourself are the same ones any game designer would ask, but the answers I believe are a bit different. Things feel different in VR. They can feel different depending on the game engine. I find myself looking at architecture resources rather than game design resources.
Right now, I am designing a large house that is filled with games. I want a simple layout that’s very interconnected. The space should be open but still allow for privacy. I like my spaces to loop around, so no matter where you are in the map, you can easily maneuver your way to any spot. The layout I have is vertical, open, and I’m very excited for it.