Level Aesthetic Theme Reference

Trust

L1: Registered
Dec 6, 2008
42
78
Hey. As a part of research for My Project That I Might Do Someday Maybe Perhaps When I'm Less Lazy™, today I studied the different aesthetic themes used in Portal 2. I narrowed them down to 7 different types. I'm not sure if it's worthy of a topic, but I thought somebody here might find this interesting or useful.

These are pretty big pictures.

PART 1
PART 2

Feel free to discuss the different aesthetic themes used or point out if you disagree with something. Thanks, and have fun.

Edit: I just noticed I spell lighting as lightning. That's what cool people do, anyways.
 
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Ravidge

Grand Vizier
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May 14, 2008
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Very cool, thanks.
 

Freyja

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Jul 31, 2009
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I think the reason the decrepid labs have lots of portal-able surfaces is because all the decrepid labs are in the "beginning" of the game, and even from the first game, where the gamer is still being taught the use of the portal gun and portal proof surfaces are confusing. I don't think it's part of the style, but rather where they fit into the flow of the game.
 

Trust

L1: Registered
Dec 6, 2008
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78
Yes, the earlier levels have relatively more portal surfaces because of Portal 1, where portal surfaces were more commonly found. I would definitely say that's a part of deliberate style, but I understand why someone might disagree. In any way, it's still a trend found within the levels, and perhaps should be taken in mind if someone wants to create levels using that style. This isn't a straight forward tutorial for aesthetics, but rather should be used to gain inspiration for your own thing. Valve themselves mash some of the styles together to create something appealing.

I definitely suggest people to go against the characteristics and instead do something original and fun. Wheatley levels with water? Decrepit labs with more vertical space and huge deathpits? Aperture 1953 with moving plates and metals? Heck yes.
 

Trust

L1: Registered
Dec 6, 2008
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78
There's definitely a fine transition between decrepit labs and the new rebuilt chambers, mainly signified by the awakening of Glados. There is no foliage to be found, and a lot of moving platforms and plates are operating. In chapters 2-4 the levels change quite significantly, but still are a part of one theme. That's what I thought, anyways. I didn't want to divide those levels into several different themes, because they're so similar. Although, same could be said for Aperture 1953 and 1971.
 

Goombac

L4: Comfortable Member
Mar 27, 2010
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There's definitely a fine transition between decrepit labs and the new rebuilt chambers, mainly signified by the awakening of Glados. There is no foliage to be found, and a lot of moving platforms and plates are operating. In chapters 2-4 the levels change quite significantly, but still are a part of one theme. That's what I thought, anyways. I didn't want to divide those levels into several different themes, because they're so similar. Although, same could be said for Aperture 1953 and 1971.
Sorry to semi necrobump this, but with the official SDK coming out (it hasn't yet, right?) I figured others may come to look at this as I have as I plan some possible future projects.
Two things, which I think you have kind of addressed in the above quote, but once GLaDOS has completely finished rebuilding the chambers, it is very different from the others. I'd say it's at least worth a mention or with some pictures, as it's how Aperture is intended to look. And within the old Aperture, although none of the tests really take place in these areas, it might be nice to point out the differences between old Aperture in it's glory, with the wallpaper, paintings and wooden furniture, to the cramped offices of the 70's Aperture with the cheaper equipment and materials like the commentary points out. Might be also nice to mention the posters hung up to reflect the times.