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There are ventilation shafts in my game too and on every single playtest audience asked isn't it too big for real life? Nope, dammit!

#GameDesign #LevelDesign
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#LevelDesign vs #LevelArt by Laura Mas Maury from A Plague Tale: Requiem
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Best of #Blocktober (#LevelDesign vs #LevelArt) challenge - one of the best ways to explain what's the difference between these two roles
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Ages ago I was working on a mobile game and one of the stages of map development and upgrades was to create blurry shots to check for visual clarity on hotspots.

Human eyes are not seeing the full resolution all the time and peripherical view has even worse level of details (but higher response rate), which makes it crucial to keep all possibilities clear for the player in every hotspot of the map.

Here the sandy surface is matching floors and serves as the guideline: players can easily follow those bright lines and spots to get into other hotspots. Shadows on the contrary suggest hiding spots or blockers of the path.

#LevelDesign #LevelArt #GameDesign #Tutorials
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#LevelDesign vs #LevelArt of Jedi Survivor by Simon Isacsson Andersen
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#LevelDesign vs #LevelArt — know the difference! 😊

#GameArt
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