Level Design

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Across
  1. 1. The colour that stands out amongst the rest.
  2. 3. The real-time engine we are using to create our levels.
  3. 5. Details that catch the player’s eye.
  4. 8. Placement of shapes and forms to guide the eye.
  5. 11. Early test version of a design.
  6. 12. Light data calculated in advance and saved to textures.
  7. 13. The invisible boundaries that block players.
  8. 15. A misleading but intentional player distraction.
  9. 16. The umbrella term for planning the level environment.
Down
  1. 2. The texture Map that makes objects appear self-lit.
  2. 4. The texture created to reduce real-time lighting cost.
  3. 6. A state of losing track of time.
  4. 7. The initial level made out of primitive shapes.
  5. 9. The starting area of the level.
  6. 10. Tool for guiding player emotion and attention.
  7. 12. An optional route that suggests the illusion of choice.
  8. 14. A more refined level using modified meshes.