Download Dragon Ball Z Raging Blast 2 Iso DB: Raging Blast 2

Total Page:16

File Type:pdf, Size:1020Kb

Download Dragon Ball Z Raging Blast 2 Iso DB: Raging Blast 2 download dragon ball z raging blast 2 iso DB: Raging Blast 2. The popular Dragon Ball Z fighter returns with even more fast-paced, hard-hitting versus battle action! Feel the destructive power of your bone- crushing blows with tons of Super Attacks at your command, special effects that highlight the moment of impact and destructible environments that sustain massive damage as the battle progresses. Featuring more than 90 playable characters, signature moves and transformations, a variety of both offline and online multiplayer modes, and tons of bonus content, Dragon Ball: Raging Blast 2 turns up the intensity to create an authentic and exhilarating fighting experience. Dragon Ball Raging Blast 2. Dragon Ball Raging Blast 2: The second game in this high-flying, fast-hitting, and intense versus battles series, Dragon Ball: Raging Blast 2 promises over 90 characters from the massively popular anime franchise. Dragon Ball Z fans can rest assured that the destructible environment, and character trademark attacks and transformations will be true to the series. These include signature Pursuit Attacks which enable players to initiate attack combo strings, juggling your opponent in a string of devastating strikes throughout the environment. Additionally, Dragon Ball: Raging Blast 2 sports the new Raging Soul System which enables characters to reach a special state, increasing their combat abilities to the ultimate level. Featuring more than 90 characters, 20 of which are brand new to the Raging Blast series, new modes, and additional environmental effects, Dragon Ball: Raging Blast 2 is the next evolution in the home console series. As a bonus for Dragon Ball fans, Raging Blast 2 contains the exclusive new feature entitled “Dragon Ball: Plan to Eradicate the Super Saiyans” — a completely reconstructed, re-scripted and re-edited version of an original Japanese episode that has never been released in the U.S or Canada, offering something unique to fans of the series. Everyone who buys the game can watch this exclusive anime straight out of the box. Dragon Ball: Raging Blast 2 Review. Dragon Ball is one of those anime shows that seems to have been around for ages and has a very specific audience. Considering the fact that just one fight can take up about ten episodes of the show – if you’re lucky – then you know that you need a thirst for action and a high patience threshold in equal measure. Translating the sometimes over-the-top action into a fighting game hasn’t proved to be an easy task over the years, and the series has never quite taken off outside of its own fan base. With the recent love for all things cel-shaded though, can it be time for a rousing comeback? Time to power up to 9000 and find out. The art style for Dragon Ball will be instantly familiar to anyone that has played a Dragon Quest game or the more recent Blue Dragon, as Akira Toriyama is the man responsible for all of the above. The manga version of Dragon Ball followed martial artist Goku on his quest to find the mystical dragon balls. Along the way he found out he was a member of the Saiyan race and could draw upon their incredible powers; he also managed to get hitched, have children and fight a number of powerful foes along the way. To further confuse matters, some enemies then became allies and vice versa, not to mention the fact that even death didn’t seem to stop fighters from popping up with alarming regularity. It’s the kind of series that demanded attention from the start in order to properly understand what was going on and that is part of the problem with the game. There is no story mode as such in Dragon Ball: Raging Blast 2, instead you can fight through ‘Galaxy’ mode with most of the fighters. This mode does recreate famous battles from the series, but as they are without any form of explanation, the meaning behind them is totally lost on newcomers. Each fight has its own difficulty, combatants and set of stipulations too, some of which can seem a touch unfair. Taking on two fighters – one after the other – is a tricky proposition at the best of times, so how about five in a row, all while your health is decreasing? Frustration is the name of the game here. Winning battles will unlock new challenges, often in other fighter’s Galaxies too, so you always have a new goal to aim towards. There are also annoyingly tough ‘Ultimate’ battles that only the strongest will survive. Other modes let you set up tournaments, fight your way through battle zones of specific fighters or even head online to beat up your mates – all of which are just variations on the same theme. The real problem is laid bare as soon as you go into the ‘Tutorial’ mode, as there are a massive array of moves that can alter depending on whether you are on the ground, moving or in the air. Plus, a lot of fighters can transform into alternate forms which alters their move set once again. It all seems straight forward at first, with basic and charged attacks mixed together into combos, but it never quite pans out that way. You can also unleash a variety of super moves and ultimate attacks, and use a mix of speed bursts and aerial attacks to get the jump on your foe. The problem is that things just don’t seem to work. Unfortunately the ‘Combo’ attacks seem incredibly twitchy at times, with moves either failing to trigger when you expect them to or the wrong move entirely emerging. It’s also far too common to get caught in a ridiculously damaging combo, from which there is no escape, leaving you near to death without landing a credible hit. You could argue that you can dish out the same treatment to the AI as well, as even on the harder difficulties you can pummel your foes mercilessly, assuming you catch them while they are down, and pretty much win a bout in one fell swoop. It just makes the whole thing about who traps the other player first and removes any sense of fun. Each of the battlefields is massive too, so you could theoretically just run away when your foe powers up or activates a certain move, and be assured of safety, which is surely not what a fighting game is all about. Things also get amazingly lost when one fighter is in the air and the other is on the ground, as the camera struggles to keep up and attacks often fail to register even when they should do. On the plus side, the game has the look and feel of the Dragon Ball universe, and there is a positively massive roster of characters to choose from, including all the various transformations each person can go through. There are also a number of giant arenas from the show, which you can blast your foes through to your heart’s content. Not to mention a lengthy animated episode on the disc, a bunch of pictures, music and character bios, all of which means you can immerse yourself in the universe. Again though, this is all tailored to the die-hard fan and doesn’t really appeal to anyone just picking the game up on a whim. Don’t be expecting an easy ride in terms of achievements either, as the list will require plenty of grinding. First and foremost you will have to complete all of the ‘Galaxy’ and ‘Battle’ modes, which is a major challenge, as well as all of the ‘Ultimate’ difficulty modes, which are a pain in the ass to do, meaning this one will only be for the most insanely dedicated completionists. Assuming you can manage that then, you will probably unlock all of the characters, items, music and pictures long the way too. Not to mention racking up the victories online and fulfilling very specific criteria for beating certain opponents; which is no easy feat. Throw in winning a couple of Tournaments on Hard difficulty – which is actually one of the easier tasks – and this game is best avoided for those seeking 100%. The Dragon Ball series has been trying to peddle long range, multi-tiered combat for quite some time now and it never seems to pull it off. The controls and combos in Raging Blast 2 can be fiddly at the best of times and fights can become decidedly one-sided which is annoying, even when it’s in your favour. Getting stuck in one long combo without a means of escape soon gets old, and the fact you can treat the AI in the same way is hardly a comfort. The lack of a proper story mode is a real letdown as the ‘Galaxy’ mode never quite takes off, so the intricate plot is never really explained to newcomers. In essence, Raging Blast 2 is a game for fans only and doesn’t really try to open itself up to anyone else, and when a fighting game doesn’t even get the combat spot on, then you know it’s in trouble. Decent voice work and the usual over-the-top effects mean that the battles are certainly a spectacle. Though why does Goku seem to have a girl’s voice in the Japanese dub? Crazy. A nice rendition, but one that sees the characters lose some of their charm thanks to the blocky 3D nature of the combatants. Plus, while the battlefields are large, they can often obscure the action especially when things get destroyed.
Recommended publications
  • Persistent Realtim E Building Interior Generation
    Persistent Realtime Building Interior G eneration By Evan Hahn A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfilment of the requirements for the degree of Master of Computer Science Ottawa-Carleton Institute for Computer Science School of Computer Science Carleton University Ottawa, Ontario September 2006 © Copyright 2006, Evan Hahn Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. Library and Bibliotheque et Archives Canada Archives Canada Published Heritage Direction du Branch Patrimoine de I'edition 395 Wellington Street 395, rue Wellington Ottawa ON K1A 0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre reference ISBN: 978-0-494-18353-3 Our file Notre reference ISBN: 978-0-494-18353-3 NOTICE: AVIS: The author has granted a non­ L'auteur a accorde une licence non exclusive exclusive license allowing Library permettant a la Bibliotheque et Archives and Archives Canada to reproduce,Canada de reproduire, publier, archiver, publish, archive, preserve, conserve,sauvegarder, conserver, transmettre au public communicate to the public by par telecommunication ou par I'lnternet, preter, telecommunication or on the Internet,distribuer et vendre des theses partout dans loan, distribute and sell theses le monde, a des fins commerciales ou autres, worldwide, for commercial or non­ sur support microforme, papier, electronique commercial purposes, in microform,et/ou autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriete du droit d'auteur ownership and moral rights in et des droits moraux qui protege cette these. this thesis. Neither the thesis Ni la these ni des extraits substantiels de nor substantial extracts from it celle-ci ne doivent etre imprimes ou autrement may be printed or otherwise reproduits sans son autorisation.
    [Show full text]
  • Inside the Video Game Industry
    Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry.
    [Show full text]
  • Defend the City
    COMPUTER GAMES LABORATORY DOCUMENTATION Defend the City By ToBeUmbenannt Prepared By: Last Updated: Josef Stumpfegger 11/01/2020 Sergey Mitchenko Winfried Baumann Defend the City Documentation TABLE OF CONTENTS GAME IDEA PROPOSAL 4 GAME DESCRIPTION 4 TECHNICAL ACHIEVEMENT 8 "BIG IDEA" BULLSEYE 8 SCHEDULE & TASKS 8 LAYERED TASK BREAKDOWN 8 TIMELINE 9 ASSESSMENT 10 PROTOTYPE REPORT 11 PROTOTYPING GOALS 11 MODELED GAME 11 GENERAL RULES 11 ACTORS 11 ENEMY BEHAVIOR 12 BUILDINGS AND THEIR PURPOSE 14 TRAPS 15 LEVEL DESIGN 15 WHAT WE’VE LEARNED 17 INFLUENCES ON THE GAME 18 INTERIM REPORT 18 PROGRESS REPORT 19 CHARACTER 19 TRAPS 20 AI 20 DESTRUCTIBLE ENVIRONMENT 21 LEVEL DESIGN 21 GENERAL GAMEPLAY 22 CHALLENGES AND PROBLEMS 22 TODOS FOR NEXT MILESTONE 23 ALPHA RELEASE REPORT 23 PROGRESS REPORT 23 TRAPS 23 22222 2 Page 2 of 42 Defend the City Documentation UI 25 AI 26 DESTRUCTIBLE ENVIRONMENT 27 CHALLENGES AND PROBLEMS 27 TODOS FOR NEXT MILESTONE 27 PLAYTESTING 28 CHANGES BEFORE PLAYTESTING 28 PLAYTESTING REPORT 30 SETTING 30 QUESTIONS 30 OBSERVATIONS 31 RESULTS AND CHANGES 33 ADDITIONAL FEEDBACK 35 CONCLUSION 36 THE FINAL PRODUCT 36 EXPERIENCE 38 COURSE PERSONAL IMPRESSION 38 33333 3 Page 3 of 42 Defend the City Documentation Game Idea Proposal Game Description Our game takes place in medieval times setting combined with some fantasy aspects. You control in a standard 3rd person fashion a hero, whose task is to protect the kingdom from a series of attacks on different cities of bloodthirsty creatures. The attack is continuous but sometimes offers some time where the soldiers of the city can defend on their own while you prepare some additional defenses to assist you when the attacks intensify again.
    [Show full text]
  • Being Virtual: Embodiment and Experience in Interactive Computer Game Play
    Being Virtual: Embodiment and Experience in Interactive Computer Game Play Hanna Mathilde Sommerseth PhD The University of Edinburgh January 2010 1 Declaration My signature certifies that this thesis represents my own original work, the results of my own original research, and that I have clearly cited all sources and that this work has not been submitted for any other degree or professional qualification except as specified. Hanna Mathilde Sommerseth 2 Acknowledgements I am grateful to my supervisor Ella Chmielewska for her continued support throughout the past four years. I could not have gotten to where I am today without her encouragement and belief in my ability to do well. I am also deeply thankful also to a number of other mentors, official and unofficial for their advice and help: Richard Coyne, John Frow, Brian McNair, Jane Sillars, and most especially thank you to Nick Prior for his continued friendship and support. I am thankful for the Higher Education Funding Council in Scotland and the University of Edinburgh for the granting of an Overseas Research Student award allowing me to undertake this thesis in the first place, as well as to the Norwegian State Educational Loan Fund for maintenance grants allowing me to live while doing it. In the category of financial gratefulness, I must also thank my parents for their continued help over these four years when times have been difficult. Rumour has it that the process of writing a thesis of this kind can be a lonely endeavour. But in the years I have spent writing I have found a great community of emerging scholars and friends at the university and beyond that have supported and challenged me in ways too many to mention.
    [Show full text]
  • Artificial and Computational Intelligence in Games
    Artificial and Computational Intelligence in Games A Follow-up to Dagstuhl Seminar 12191 Edited by Simon M. Lucas Michael Mateas Mike Preuss Pieter Spronck Julian Togelius DagstuhlFollow-Ups – Vol.6 www.dagstuhl.de/dfu Editors Simon M. Lucas Michael Mateas School of Computer Science and Center for Games and Playable Media Electronic Engineering University of California, Santa Cruz University of Essex [email protected] [email protected] Mike Preuss Pieter Spronck European Research Center for Tilburg Center for Cognition and Communication Information Systems Tilburg University University of Münster [email protected] [email protected] Julian Togelius Center for Computer Games Research IT University of Copenhagen [email protected] ACM Classification 1998 I.2.1 Applications and Expert Systems: Games ISBN 978-3-939897-62-0 Published online and open access by Schloss Dagstuhl – Leibniz-Zentrum für Informatik GmbH, Dagstuhl Publishing, Saarbrücken/Wadern, Germany. Online available at http://www.dagstuhl.de/dagpub/978-3-939897-62-0. Publication date November, 2013 Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche Nationalbibliografie; detailed bibliographic data are available in the Internet at http://dnb.d-nb.de. License This work is licensed under a Creative Commons Attribution 3.0 Unported license: http://creativecommons.org/licenses/by/3.0/legalcode. In brief, this license authorizes each and everybody to share (to copy, distribute and transmit) the work under the following conditions, without impairing or restricting the authors’ moral rights: Attribution: The work must be attributed to its authors. The copyright is retained by the corresponding authors.
    [Show full text]
  • Subterranean Space As Videogame Place | Electronic Book Review
    electronic home about policies and submissions log in tags book share: facebook google+ pinterest twitter review writing under constraint first person technocapitalism writing (post)feminism electropoetics internet nation end construction critical ecologies webarts image + narrative music/sound/noise critical ecologies fictions present search Vibrant Wreckage: Salvation and New View full-screen This essay appears in these Materialism in Moby-Dick and Ambient gatherings: Parking Lot by Dale Enggass Cave Gave Game: Subterranean Space as 2018-05-29 Videogame Place Digital and Natural Ecologies by Dennis Jerz and David Thomas A Strange Metapaper on Computing 2015-10-06 Natural Language by Manuel Portela and Ana Marques daJerz and Thomas identify our fascination with Silva natural cave spaces, and then chart that 2018-05-07 fascination as it descends into digital realms, all in order to illustrate the importance of “the cave” as a metaphor for how we interact with our environment. Beyond Ecological Crisis: Niklas Luhmann’s Theory of Social Systems by Hannes Bergthaller 2018-04-01 Note: This essay is a part of a “gathering” on the topic of digital and natural ecologies. Thirteen Ways of Looking at ElectronicIn the popular conception of game development, fantastic videogame spaces Literature, or, A Print Essai on Tone in Electronic Literature, 1.0 are whimsically spun from the intangible thread of computer code. Like by Mario Aquilina and Ivan Callus literary authors, videogame developers take on the roles of dreamers of new 2018-02-04 places and inventors of new worlds. This popular notion remains at odds with the relatively small number of formal game spaces typically found in Thinking With the Planet: a Review of Tvideogames.he In his chapter “Space in the Video Game” Mark J.P.
    [Show full text]
  • Team Kaij​Ū Contents
    Computer Games Laboratory - WS 2019/2020 Team Kaijū ​ Maximilian Mayer Lukas Goll Tim Kaiser Evgenija Pavlova Contents 1. Formal Game Proposal 3 1.1. Game Description 3 1.1.1. Game Idea 3 1.1.2. Graphics and tone 3 1.1.3. Gameplay 4 1.1.4 About the background 4 1.1.5 Concept Art and sketches 5 1.2. Technical Achievement 7 1.2.1. Core technical feature 7 1.2.2. Challenges 7 1.3. “Big Idea” Bullseye 8 1.4. Development Schedule 8 1.4.1. Plan in Layers 8 1.4.2. Task Timeline 11 1.4.3. Task List 14 1.5. Assessment 16 2. Prototype 17 2.1. Overview 17 2.2. Gameplay 17 2.2.1. Attacks 18 2.2.2. Games Rules 18 2.3. Experiences and Learnings 19 2.4. Revisions to the Game Idea 20 3. Interim 21 3.1. Feedback review 21 3.2. Game Development 22 3.2.1 Level and Task System 22 3.2.2 Static Enemy AI 22 3.3. Character Development 22 3.3.1 Character : Camera & Actions 22 3.3.2 Chaining Destruction 23 3.3.3 Input System 23 3.4. Design 24 3.4.1 Color Scheme 24 3.4.2 Character 24 3.4.3 Environment and Obstacles 25 3.5. Environment & Destruction 26 3.5.1 Procedural Generation 26 3.5.2 Asset Pipeline 27 3.5.3 Destruction 27 4. Alpha Release 28 4.1 Design and Changes 28 4.1.1 Godzilla 28 4.1.2 The City 28 4.1.3 Cars as enemies 29 4.1.4 UI 31 4.2 Procedural Map Generation 32 4.3 The Game 33 1 4.3.1 Stages of Growth 33 4.3.2 Balancing the Game 34 4.3.3 Player’s full Action Set 35 5.
    [Show full text]
  • "AM2526" Manual
    EPILEPSY WARNING PLEASE READ THIS NOTICE BEFORE PLAYING THIS GAME OR BEFORE ALLOWING YOUR CHILDREN TO PLAY. Certain individuals may experience epileptic seizures or loss of consciousness when subjected to strong, flashing lights for long periods of time. Such individuals may therefore experience a seizure while operating computer or video games. This can also affect individuals who have no prior medical record of epilepsy or have never previously experienced a seizure. If you or any family member has ever experienced epilepsy symptoms (seizures or loss of consciousness) after exposure to flashing lights, please consult your doctor before playing this game. Parental guidance is always suggested when children are using a computer and video games. Should you or your child experience dizziness, poor eyesight, eye or muscle twitching, loss of consciousness, feelings of disorientation or any type of involuntary movements or cramps while playing this game, turn it off immediately and consult your doctor before playing again. PRECAUTIONS DURING USE: - Do not sit too close to the monitor. Sit as far as comfortably possible. - Use as small a monitor as possible. - Do not play when tired or short on sleep. - Take care that there is sufficient lighting in the room. - Be sure to take a break of 10-15 minutes every hour. © 2009 Matrix Publishing, LLC. and Ntronium Games. All Rights Reserved. Matrix Publishing, LLC. and Matrix Publishing, LLC. logo are trademarks of Matrix Publishing, LLC. and Armada 2526™ is a trademark of Matrix Publishing, LLC. and Ntronium Games. All other trademarks and trade names are the properties of their respective owners and Matrix Publishing, LLC.
    [Show full text]
  • Download Game Ios Free Game of Thrones Beyond for Ios
    download game ios free Game of Thrones Beyond for iOS. Game of Thrones Beyond the Wall offers a new tactical turn-based gaming experience to fans. It does not bring anything new to the mobile tactics genre but it does provide an opportunity to dive into the lore of Westeros within a popular medium. Enemies all around. The story starts with you as the fearless Alvar Spyre, leader of the Night Watch. You will begin to investigate the mysterious death of the former commander and face combat situations beyond the wall, as will you face a weekly attack to the wall. In the process you will need to level up your troops. Depending on the type of troop, they will gain special abilities and attacks. The turn-based combat system can be done automatically, if you wish. You can also recruit heroes from the original series to accompany your party, each with special skills. Lastly, you can complete Legendary Events to play out scenes from the original series. Unfortunately the game does not have a stellar soundtrack or good graphics, which is sad considering where the inspiration is drawn. The Walking Dead mobile has superior graphics. Also, the story mode is not overly attractive, and progression is slow if you don’t pay. Where can you run this program? You can run this on iOS 9.0 or later. Is there a better alternative? Not really. For GoT mobile games, the scene is quite lacking. Only Telltale’s interactive game can give it a strong run for its money, but it requires payment and isn’t that great.
    [Show full text]
  • The Procedural Rhetoric of War: Ideology, Recruitment, and Training in Military Videogames
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Concordia University Research Repository The Procedural Rhetoric of War: Ideology, Recruitment, and Training in Military Videogames David Demers A Thesis in the Department of Film Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts (Film Studies) at Concordia University Montreal, Quebec, Canada April 2014 © David Demers, 2014 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: David Demers Entitled: The Procedural Rhetoric of War: Ideology, Recruitment, and Training In Military Videogames and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Film Studies) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final Examining Committee: ________________________________________________________ Chair Catherine Russell ________________________________________________________ Examiner Haidee Wasson ________________________________________________________ Examiner Elena Razlogova ________________________________________________________ Supervisor Marc Steinberg Approved by _______________________________________________________________________ Catherine Russell, Graduate Program Director April 15, 2014 ________________________________________________________ Catherine Wild, Dean of Faculty Abstract The Procedural Rhetoric of War: Ideology, Recruitment,
    [Show full text]
  • White Paper: VBS2
    White Paper: VBS2 Release Version 2.0 January 06, 2012 Prepared by Bohemia Interactive Australia Pty Ltd Copyright © 2012 Bohemia Interactive Australia Pty Ltd White Paper: VBS2 Page ii Table of Contents 1. Executive Summary ............................................................................................................. 1 2. History of the Virtual Battlespace........................................................................................2 2.1 Virtual Battlespace 1 (VBS1) ......................................................................................................................... 2 2.2 Aircrewman Virtual Reality Simulator ......................................................................................................... 3 2.3 Virtual Battlespace 2 (VBS2) ......................................................................................................................... 4 2.3.1 VBS2 in non-military domains ................................................................................................................. 6 2.4 Real Virtuality 3 ............................................................................................................................................... 6 2.5 Five Keys to the Success of VBS ................................................................................................................. 8 3. Technology Overview ........................................................................................................ 10 3.1 Technology Roadmap .................................................................................................................................
    [Show full text]
  • Level Design
    MASARYK UNIVERSITY FACULTY}w¡¢£¤¥¦§¨ OF I !"#$%&'()+,-./012345<yA|NFORMATICS Level Design BACHELOR’S THESIS Pavel Ugwitz Brno, summer 2011 Declaration Hereby I declare, that this paper is my original authorial work, which I have worked out by my own. All sources, references and literature used or excerpted during elaboration of this work are properly cited and listed in complete reference to the due source. Advisor: Mgr. Jirˇ´ı Chmel´ık ii Acknowledgement I would like to thank my supervisor, Mgr. Jirˇ´ı Chmel´ık, for his help and advice. iii Abstract This thesis explores the workflow of level design in current-generation ren- dering engines. Having described the techniques of level design and the workflow methods of creating a level, the thesis also brings in an example level to demonstrate the aforementioned techniques. iv Keywords level design, game design, rendering engine, game engine, unreal engine, UDK, level design workflow, level optimization, CSG, static meshes v Contents 1 Introduction ............................... 3 2 Choosing the Rendering Engine ................... 5 2.1 Technical dispositions — the engine .............. 5 2.2 Team dispositions — design approaches ............ 7 2.3 Comparison of engines ...................... 8 3 The process of Level Design ..................... 12 3.1 Conceptual phase ......................... 13 3.1.1 Determining the core gameplay concepts . 14 3.1.2 Collecting references . 14 3.1.3 The floorplan . 15 3.1.4 Moving on to the production phase . 19 3.2 Geometry .............................. 20 3.2.1 Primitive geometry . 20 3.2.2 Terrain . 21 3.2.3 Zoning and Volumes . 22 3.3 Materials .............................. 22 3.3.1 Material Editor . 23 3.3.2 Applying the materials .
    [Show full text]