Level Transitioning

Level Transitioning


Now, I am not sure on everyone else's views on level transitioning, but I think I can safely say that when we are engaged within a game that most of us will have certainly seen a loading screen or two in our time.

Although you could also consider, that there are times where some games, have tried to remove as much of this loading state as possible such as: the GTA, Witcher & Elder Scrolls series - all of which are Open World RPG's, so the use of this mechanic is primarily used when entering dungeons, buildings or any major structure that is not in the immediate view of the player. The reason for this is so that the programmers are able load in and out parts of the world so that the game will run efficiently, and ultimately giving the best engaging experience for our end user.

But eventually you will have to still experience this transitioning phase, simply because there are times where it is crucial to do so, an instance of this could be: .

As designers, we don't just think about interesting concepts that can be applied to a platform and it becomes an instant success, instead we have to consider the best experience for our user, as we are not the ones who dictate our success, instead it is those wishing to engage... our user. 





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