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
#GameDesign #LevelDesign
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Huge misunderstanding of big maps in #GameDesign and #LevelDesign is the perception:
https://www.youtube.com/watch?v=Q85l1Fenc5w
https://www.youtube.com/watch?v=Q85l1Fenc5w
YouTube
Games that Don't Fake the Space
Now you're looking for the secret…but you won't find it. | Watch my live library talk, as well as many other exclusive videos, by joining Nebula at https://go.nebula.tv/jacob-geller
Watch my Nebula-exclusive talk at the Durham County Library: https://n…
Watch my Nebula-exclusive talk at the Durham County Library: https://n…
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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
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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The guy who works on Indiana Jones videogame level design decided to share his personal project — Uncharted on Unreal Engine 5.
He also mentioned that the demo will never become public due to legal issues.
https://www.youtube.com/watch?v=aohwCqqdugY
#UE5 #UnrealEngine #LevelDesign
He also mentioned that the demo will never become public due to legal issues.
https://www.youtube.com/watch?v=aohwCqqdugY
#UE5 #UnrealEngine #LevelDesign
YouTube
UNCHARTED: For Old Times' Sake - Personal Level Design Walkthrough - Unreal Engine 5
Uncharted: For Old Times' Sake - my original adventure in Unreal Engine 5, featuring platforming, stealth, combat, vehicles and cinematic cutscenes. Enjoy the full walkthrough!
Solo-dev project, using third party assets (like IWALS). This portfolio level…
Solo-dev project, using third party assets (like IWALS). This portfolio level…
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