LevelDesign смотреть последние обновления за сегодня на .
Use code EXTRACREDITS to get 50% off a full year subscription at OneDayU. Visit 🤍 & use code: extracredits Thanks to Max Pears for guest writing this episode! When we talk about game design on this channel, we often talk about the mechanics or even the narrative design of our games. But in order to play them they have to... you know... take place. Somewhere. Enter the level designer! There are loads of specialized level designers and loads of different kinds of levels but here are some tips and tricks of the trade! Thanks for participating in this week's discussion! Check out our community guidelines so we can have MORE high-quality conversations: 🤍 Want to support the people who make this show? Become a Patreon Member & Vote on future Extra History episodes! 🤍 Or show off your fandom with our merch! 🤍 Want more Extra Credits? Subscribe and follow us on social media! Twitter: 🤍 Facebook: 🤍 Instagram: 🤍 Twitch: 🤍 Website: 🤍 Interested in sponsoring an episode? Email us: extracredits🤍standard.tv ♪ Intro Music: "Penguin Cap" by CarboHydroM - 🤍 ♪ Outro Music: "No Place Like Home" by: Argle - 🤍 #ExtraCredits #GameDesign #IndieGames
Can a video game level tell a story? In this video I look at a bunch of examples and best practices for embedding narrative elements into the very spaces and places we visit in games. We’ll tackle environmental storytelling, evocative architecture, and contextualising player identity. Support Game Maker's Toolkit on Patreon - 🤍 Sources Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry | Gamasutra 🤍 What Happened Here? Environmental Storytelling | GDC Vault (Free Access) 🤍 Hitman 2's Jakob Mikkelsen and Eskil Mohl | GMTK on YouTube 🤍 Ask a Developer: Emilia Schatz Talks Level Design | YouTube 🤍 The Art of Environment Storytelling for Video Games | YouTube 🤍 Emotional Journey: BioWare's Methods to Bring Narrative into Levels | GDC Vault (Free Access) 🤍 Level Design Workshop: 'Hitman' Levels as Social Spaces: The Social Anthropology of Level Design | GDC Vault (Paid Access) 🤍 Find out more Designing Journey | GDC Vault (Free Access) 🤍 Environmental Narrative: Telling Stories in Spaces Without Saying Anything Aloud | GDC Vault (Paid Access) 🤍 Environmental Storytelling in Prey | YouTube 🤍 Level Design Workshop: An Approach to Holistic Level Design | GDC Vault (Free Access) 🤍 AAA Level Design in a Day Bootcamp: Techniques for In-Level Storytelling | GDC Vault (Free Access) 🤍 Games shown in this episode (in order of appearance) BioShock (Irrational Games, 2007) Prey (Arkane Studios, 2017) Journey (thatgamecompany, 2012) Uncharted 4: A Thief's End (Naughty Dog, 2016) Dead Space (Visceral Games, 2008) Fallout 4 (Bethesda Game Studios, 2015) Fallout 3 (Bethesda Game Studios, 2008) Dishonored 2 (Arkane Studios, 2016) The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011) Dark Souls III (From Software, 2016) Metroid Prime (Retro Studios, 2002) Gone Home (Fulbright, 2013) Deus Ex: Human Revolution (Eidos Montreal, 2011) Portal (Valve Corporation, 2007) Deus Ex: Mankind Divided (Eidos Montreal, 2016) Half-Life 2 (Valve Corporation, 2004) Portal 2 (Valve Corporation, 2011) Alien: Isolation (The Creative Assembly, 2014) Thief: The Dark Project (Looking Glass Studios, 1998) Hitman 2 (IO Interactive, 2018) Life is Strange (Dontnod Entertainment, 2015) God of War (Santa Monica Studio, 2018) Tomb Raider (Crystal Dynamics, 2013) Mass Effect 3 (BioWare, 2012) P.T. (Kojima Productions, 2014) Amnesia: The Dark Descent (Frictional Games, 2010) Aragami (Lince Works, 2016) Metro Exodus (4A Games, 2019) Celeste (Matt Makes Games, 2018) DOOM (id Software, 2016) Yakuza 0 (Sega, 2017) Death Stranding (Kojima Productions, 2019) Metal Gear Solid V: Ground Zeroes (Kojima Productions, 2014) The Witcher 3: Wild Hunt (CD Projekt, 2015) Control (Remedy Entertainment, 2019) BioShock Infinite (Irrational Games, 2013) Hollow Knight (Team Cherry, 2017) Music used in this episode BioShock soundtrack - Garry Schyman Dirt Rally 2.0 soundtrack - Stuart Ross Thanks to GMTK Patron Satellite for help with audio on this episode Contribute translated subtitles - 🤍
In this 2013 GDC session, Square Enix Montreal's Dan Taylor provides a Ramsian-style breakdown of how to create world-class levels, which distills the art and science of level design down to a concentrated set of fundamental principles for innovation, engagement, and immersion. Register for GDC: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
A short, well-meaning rant about why I (and many other level designers) don't like those "speed level design" videos. If you like this, consider supporting the Patreon: 🤍 Join our discord server: 🤍 Follow me on Twitter: 🤍 This video is part of my Talking About Level Design video series, which I've collected into this playlist: 🤍 #leveldesign #speedleveldesign #unreal
Level design has been the most challenging part of game development for me, this video covers my experience with that specific part. Get Suit for Hire on Steam: 🤍 Watch me live on Twitch: 🤍 Follow me on Twitter: 🤍 Join the Discord: 🤍 #gamedev #unrealengine
“I'm a gamer myself and I know what to expect to have fun with the game, and by bringing that mindset into design it really helps being able to push the design even further.” Adrien, Gabriel, Manny, Sirada and Stéphane share their experiences as level designers at Ubisoft. Want to join the team? Apply now here: 🤍 or check out other types of jobs available below... Consumer Engagement : 🤍 Technical Art: 🤍 Project Management: 🤍 Online Programming: 🤍 Marketing: 🤍 IT: 🤍 Gameplay Programming: 🤍
In this 2019 GDC Level Design Workshop session, 12 East Games' Aubrey Serr shares an overview of non-linear design techniques in single player sandbox levels, the distinct value and challenges of very non-linear levels, and how how level designers can adapt these techniques to otherwise linear levels. Register for the all-digital GDC 2021: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Super Mario 3D World is a game with creativity in abundance. But Nintendo has developed a reusable level design structure that allows for ideas to be properly taught and established, in about five minutes flat. We break down this four-step philosophy, and chart its history from Super Mario Galaxy to Captain Toad: Treasure Tracker. Support Game Maker's Toolkit on Patreon - 🤍 Sources Learning from Super Mario 3D Land's Director | Gamasutra 🤍 Games shown in this episode (in order of appearance): Super Mario 3D World (Nintendo, 2013) Super Mario Galaxy (Nintendo, 2007) Super Mario Galaxy 2 (Nintendo, 2010) Super Mario 3D Land (Nintendo, 2011) Captain Toad: Treasure Tracker (Nintendo, 2014) Super Mario Bros. (Nintendo, 1985) Super Mario Bros. 3 (Nintendo, 1988) Music used in this episode: Light the Colour Panels! (Super Mario 3D World) Beep Block Skyway (Super Mario 3D World) Fort Fire Bros. (Super Mario 3D World) Champion Road (Super Mario 3D World) Rainbow Run (Super Mario 3D World) Sprawling Savanna (Super Mario 3D World) Clip credits: "Super Mario 3D Land - Walkthrough" - ZackScottGames 🤍 Contribute translated subtitles - 🤍
- Includes Product Placement - Our Lead Level Designer goes through how he makes a combat level using Quixel Megascans for our game; Echoes of the End in this video. Full Timelapse: 🤍 WE ARE HIRING! Visit our website and apply for a job in the industry! 🤍 00:00 - Introduction 01:02 - The Whitebox Level 02:17 - Megascans Library 04:42 - Orange Box/Hardening 07:05 - Beauty Shots & Outro Website: 🤍 Instagram: 🤍 Twitter: 🤍 Facebook: 🤍 Channel: 🤍 Business inquiries: myrkur🤍myrkur.is Music by: Joakim Karud: Take it Easy Monstercat
Unreal Engine 5 | Level Design | Greybox Entire Levels in Minutes 👉 Free download link: 🤍 Learn how to create a custom level design using the new UNREAL ENGINE 5 (UE5) techniques. Find out how you can take your greybox to the next step of an environment creation pipeline and map to create accurately scaled assets. ► TIMESTAMPS: 00:00 Tool functionality introduction 09:56 Level design 11:32 Exporting out greybox 14:59 Creating an individual asset 16:20 Importing an asset If you found my tutorials useful checkout my full courses with over 200,000 students now learning everything to do with Blender 2.9 and below. ♖♞ Support me on Patreon to get free content and help give me more time for free YouTube content ♞♖ Patreon profile: 🤍 📦 Blender from this video available here - 🤍 🔗 All links - one place: 🤍 Thanks all for watching, please like and subscribe if you like the content. Happy modelling everyone! 😊 ✹✹✹✹✹✹✹✹✹✹✹✹✹✹ ⚛️ My Gumroad Website: 🤍 ✹✹✹✹✹✹✹ ⭐ Like Skillshare? Try it for free for 14 days with my referral link ✔ Free 14-day Premium Access: 🤍 ✔3D Tudor Teacher Profile: 🤍 ✹✹✹✹✹✹✹ ⭐ Like Udemy? Try one of my courses out ✔ 🤍 Or maybe Via Artstation ✔ 🤍 Let’s support the BLENDER COMMUNITY together: ✹ Blender Market Profile: 🤍 ✹✹✹✹✹✹✹ FOLLOW ME ON SOCIAL MEDIA ✔ TWITTER: 🤍ThreeDTudor ✔ARTSTATION: 🤍 ✔ YOUTUBE: 🤍 ✔ FACEBOOK: 🤍 ✔ REDDIT: 🤍 ✔ PINTEREST: 🤍 ✔ INSTAGRAM: 🤍 LET’S CONNECT! ❤ You can now support my Channel directly if you'd like. Every little bit is appreciated: ☕ 🤍 ✹✹✹✹✹✹✹ MY OTHER PAGES ✹ Turbosquid Store: 🤍 ✹ CG Trader Profile: 🤍 About the Channel Hi and welcome to 3D Tudor on Youtube! I am Neil, the person behind 3D Tudor, a 3D modeling artist and online tutor. I tutor 3D modeling students and video game enthusiasts of all levels: beginners, intermediate 3D modeling learners, and advanced 3D modeling artists. Have you ever wanted quick and basic tutorials on how to do 3D model for games? 3D Tudor is here to provide you with a seamless transition to direct and to the point tutoring. My 3D Tudor YouTube channel's purpose is to bring you quick, and to the point tutorials about 3D modeling. It is also dedicated to my personal 3D modelling projects from my work as a 3D Freelance Artist and keeps you up to date with my online courses on Udemy and Skillshare. I update my 3D Tudor Youtube content regularly, so subscribe to get all my updates! Have you ever wanted to build 3D models, assets, characters or scenes for games? I am excited about 3D modelling because the assets I will show you how to make will be ready to use for real video games. My Youtube channel and courses on Skillshare and Udemy all feature the 3D Tudor brand name and are designed to teach you the tools of 3D modelling. With my instruction, you will be supporting through learning how to use the all-new Blender 2.9, Substance Painter, Unity, Unreal Engine 4 & 5 (UE4), Topogun, Houdini, Zbrush, and Maya. My tutorials and courses feature texturing, UV-unwrapping, re-topology and everything there is to know about 3D modelling and basic animations.
The first 1,000 people to use this link will get a 1 month free trial of Skillshare: 🤍 Blockout is an iterative, creative, and explorative process where you use simple geometric shapes and placeholder geometry to block in your level designs, game environments, and game art assets; it is also called blocking, Whitebox, Blockmesh, and Greybox. - Visit our Website: 🤍 inspirationTuts 2D Channel: 🤍 inspirationTuts CAD Channel: 🤍 Help Us Create More Content: 🤍 Facebook page: 🤍 *Check out these amazing Blender Addons* ⍟Modeling: Kit Ops 2 Pro 🤍 Hard Ops 🤍 Fluent 🤍 Box cutter 🤍 Mesh Machine 🤍 Cablerator 🤍 shipwright 🤍 ⍟Architecture/Rendering CityBuilder 3D 🤍 scatter 🤍 Botaniq Tree Addon 🤍 Sketch Style 🤍 E-Cycles 🤍 K-cycles 🤍 Grasswald 🤍 Photographer 🤍 ⍟VFX, Simulations & Dynamics Flip fluids 🤍 Khaos 🤍 Carl's Physics 🤍 RBDLab Addon 🤍 Spyderfy 🤍 ⍟Materials/Texturing Extreme Pbr 🤍 Bpainter 🤍 ⍟ Cloth Simulation: Simply Cloth 🤍 ⍟UV unwrapping Zen Uv 🤍 Uv Toolkit 🤍 Uvpackmaster 🤍 ⍟Rigging&Animation: Human Generator 🤍 Auto-Rig Pro 🤍 Animax 🤍 voxel heat diffuse skinning 🤍 ⍟Retopology Retopoflow 🤍 - *Check out these amazing Courses* A-Z Environment Design using Trim Sheets: 🤍 SciFi Weapon Design in Blender - REMASTERED: 🤍 SciFi Mech Design in Blender: 🤍 The ULTIMATE Guide to Hard Ops and Boxcutter: 🤍 The BlenderBros Hard Surface Game Asset Course: 🤍 Essential Techniques for UV Unwrapping in Blender: 🤍 NITROX3D Full Course: 🤍 Disclaimer: Some links here are affiliate links that help us create more content. Thanks in advance for using our links
In this 2019 GDC Level Design Workshop session, Sony Santa Monica's Rob Davis talks through the process of creating 6 new level design rules for God of War and discuss best practices for taking levels from concept to completion. Register for the all-digital GDC 2021: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Register for GDC: 🤍 In this 2016 GDC session, designer Claire Hosking explores how architectural design can help level designers achieve their intended mood and add depth to their levels, particularly how spatial design can anticipate and complement art design. Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
In this 2014 GDC talk, EA's Seth Marinello explores a number of "step one" strategies used by professional level designers targeting specific games, as well as high-level concepts which can help you make your own games. Register for GDC: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
▼Au programme: ▪ Qu'est ce que le level design ▪ Le rapport avec le game design ▪ Les différents métiers ▪ Son utilité et ses applications. ▪ Le blocking ▪ Asset modulaire = ▼PLAYLIST: (en bas de page:) ▪ 🤍 Merci à tous les tipeurs de nous permettre de continuer ce qu'on fait ! Et merci aussi à tous évidemment! Votre enthousiasme fait toujours plaisir et nous encourage à poursuivre l'émission. Des bisous, on se voit pour le prochain. TIPEEE ► 🤍 FACEBOOK► 🤍 NESBLOG ► 🤍
Good level design starts even before you assemble your very first level! What you need to create interesting and varied levels (both for 2d as well as for 3d games) is a nice toolbox full of building blocks your level will be made out of. The better your building blocks (objects), the better your levels. We want mechanics to interact with each other in interesting ways and be as context dependent as possible. That increases reusability and allows you to create a lot of content for your game in a short period of time. Level design is one of the fastest ways to produce game content for sure. Just don't repeat the mistakes I've made in the past or your levels will feel very dull and boring. Good luck! Join our Discord: 🤍
Here's a technique for creating better & more picturesque level designs. Wishlist Chef RPG on Steam! 🤍 Follow me on Twitter! 🤍 If you missed the Kickstarter and still wish to support the game, check out our pre-order store! 🤍
Designing levels and level design philosophy can be complicated...but I share my top tips for creating indie game levels in this video. 67 Tips for Game Developers: 🤍 Serious about success in game development? Wanna make indie games that ROCK?! Join Underground ELITE: 🤍 * FOLLOW ME: * Twitter: 🤍 * FOLLOW GDU: * Blog: 🤍 Twitter: 🤍 Facebook: 🤍 Discord: 🤍 If you are an indie developer and you are looking for a fantastic community and help to refine, manage, and market your game, join us! 🤍
What have I learned after making 100+ Level Designs in Unity? Let's talk about it! Check out Game Creator here! 🤍 ♥ Support Sykoo on Patreon: 🤍 ···················································································· ► Join us on Discord: 🤍 ► Twitter: 🤍 ► Instagram: 🤍 ···················································································· ● Show Notes ···················································································· All content on Sykoo is available for free. We as a community support the cause of making education available for everyone. Any support is appreciated for us to keep making content for free.
In this 2016 GDC Europe talk, King's Jeremy Kang explains how good level design is a vital pillar for King to keep their casual players engaged across hundreds of levels. Register for GDC: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Full video of "5 Level Design Portfolio Questions" here: 🤍 This is part of my Talking About Level Design video series, which I've collected into this playlist: 🤍 Twitter: 🤍 Discord: 🤍 #leveldesign #shorts
In this 2017 GDC session, Celeste lead developer Maddy Thorson touches on a range of topics through the tools and process of designing 300+ hardcore platformer stages for Celeste, arranging the sprawling area maps that make up the mountain, and weaving story elements through its game world. Register for GDC: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
If you missed the last episode of the VLOG: 🤍 Follow Me on Artstation for more: 🤍 In this video I give away my 3 big tips for blocking out 3d environments. I have used this process on almost every game I have worked on, from Sleeping Dogs, FarCry 4 and Watch_Dogs 2. Don't If you want to be a professional environment artist or level designer, then having a solid greybox is super important! Basic building blocks built in 3D Studio Max, scene assembled in Unreal Engine 4.
Je vous propose un tour d'horizon des grandes compétences nécessaire pour le métier de level designer, et quelques extraits inédits de Weird West! S'ABONNER A LA CHAÎNE ►🤍 DEVIENS MEMBRE SOUTIEN sur YOUTUBE ou TIPEE et obtiens du contenu exclusif (avant premières, vidéos privées, chat privé) et participe de près au développement de la chaîne! ❤❤ MEMBRE SOUTIEN YOUTUBE►🤍 TIPEE►🤍 En me soutenant, obtenez du contenu exclusif (avant premières, vidéos privées, chat privé) et participez de près au développement de la chaîne! ❤❤ POUR M'AIDER SANS DÉPENSER - SUR UTIP: ►🤍 AIDEZ LA CHAINE AVEC VOS ACHATS GAMING GAMESPLANET►🤍?ref=GaGzZz CODE CRÉATEUR EPIC►GAGZZZYT - MON CONTACT PRO: gagzzzyt🤍gmail.com - Vous pouvez suivre mon actu ici: ► FACEBOOK: 🤍 ► TWITTER: 🤍 ► DISCORD: 🤍 - Me suivre en direct sur TWITCH! ► En LIVE ici: 🤍 - Les supports sur lesquels je joue: ►PC: I9, 32Go DDR, RTX 3080 Machine achetée et fournie par 🤍 ►Xbox one X ►PS4 - QUI EST GaGzZz? Ancien game designer (Ubisoft, Arkane Studios), j'ai monté cette chaine pour vous partager ma passion du jeux vidéo mais surtout mes expertises professionnelles à travers diverses vidéos, comme des tests, des découvertes et du game design. UNE VIDÉO RÉSUMANT MON PARCOURS►🤍
Level design is one of the most underrated yet important aspects of a video game. A great level can draw a player in like nothing else, accentuating and amplifying the experience. What are some examples of excellent level design in video games? Let's take a look at 15 here. SUBSCRIBE FOR MORE VIDEOS: 🤍 LIKE US ON FACEBOOK: 🤍 FOLLOW US ON TWITTER: 🤍
Описание понятия левел дизайна. Рассмотрение примеров: «хорошая» и «плохая» сцена Анализ левел дизайна известных студий. Смотрите видеокурс "Геймдизайн для сочувствующих": 🤍 Ссылка на профиль автора вконтакте: vk.com/iamvarvar Канал автора: 🤍 Не ограничивай себя видеоуроками на YouTube! Узнавайте еще больше полезной информации! Общайтесь с опытными разработчиками, преподавателями и развивайся через личное общение! Telegram: 🤍 Slack: 🤍 Наш сайт: 🤍 Instagram: 🤍 ВКонтакте: 🤍 facebook: 🤍 twitter: 🤍 - Не забываем, что самый лучший способ сказать "спасибо" - нажать кнопку "нравится" и скинуть ссылку на урок друзьям. Ничто другое так сильно не мотивирует автора продолжать работу :))
What makes a good FPS Game Map Design? - First Person Shooters have a strained relation with good map design. Some of them have maps you'll remember for the rest of your life, some of them were just a corridor and some of them aren't just that good. But what made the good ones good? If you like this Video don't Hesitate to Press the Like Button and Share with your Friends ! Oh, and if you want more videos HIT the Red Subscribe Button - If you like our work and want to support us, you can become our patrons. 🤍 - If you like our work and want to support us, you can make a Donation. 🤍 - Use this Link 🤍 to buy Games on GOG to Support us ! - Host Links Unacomn's Twitter 🤍 Unacomn's Book (Tale of Doom) 🤍 - ♥♥♥♥♥♥♥♥Be Sociable !♥♥♥♥♥♥♥♥ ▶Youtube 🤍 ▶Steam 🤍 ▶Twitter: 🤍 ▶Google+ : 🤍 - Contact: 🤍 - All Right Reserved. Copyright © GaminGHD.ro
How does Super Mario Bros teach you to play purely through level design? Game Designer Dan "OtherDan" Emmons breaks down the mechanics and offers a lesson in game design techniques. Subscribe for episodes every other Thursday! 🤍 _ Follow our Twitch stream to chat with Dan live about game design! 🤍 _ Recommended for you! Find more interesting puzzle-platformer gameplay. The Swapper: 🤍 Learn how to make a good game tutorial. Tutorial 101: 🤍 _ Get the theme music "Birmingham Beatdown" here! 🤍
If you like this, consider supporting the Patreon: 🤍 Join our discord server: 🤍 Follow me on Twitter: 🤍 In this video I talk about why level design is a weird and tricky discipline to get into these days, especially compared to how it was when I got into it, over 20 years ago (!). 00:00 - Why level design is weird and hard to practice 02:15 - Advising people to make fully playable levels 03:42 - How I got into LD during a golden age of FPS editors 06:16 - Game design was harder for me to show than LD 07:35 - Today, things are the complete opposite way round 09:52 - Unity and Unreal are game engines, not level editors 11:03 - My mixed feelings about stuff posted to #blocktober 13:43 - Show gameplay videos instead of empty screenshots 15:10 - Not a simple problem, but I hope talking about it helps This video is part of my Talking About Level Design video series, which I've collected into this playlist: 🤍 #leveldesign #unreal #unity
SUBSCRIBE for More Free Game Docs ► 🤍 Become a PATRON to unlock more videos ► 🤍 How were the Hitman levels of Miami, Mumbai & New York designed? We sit down with the designers at IO Interactive to talk about track teams, creating explorable spaces and creating satisfying targets. Noclip's work is 100% crowdfunded. Patreon: 🤍 Website: 🤍 Store: 🤍 Instagram: 🤍 Twitter: 🤍 Twitch: 🤍 Filmed & Colored by Jeremy Jayne Hosted & Edited by Danny O'Dwyer Music Used: Pause Screen - Hitman 2 OST: 🤍 Himmelstein/Hantu Port Custom Mix: 🤍 Miami Custom Mix: 🤍 Count Down to Death: 🤍 Whittleton Creek Custom Mix: 🤍 Star City: 🤍
Loot Crate has sponsored and provided free product to feature in this video. Sign up at 🤍 and enter my code "bunnyhop" to save 10% on any new subscription. Learn about exposition: 🤍 Miyazaki's favorite and least favorite Souls levels: 🤍 Early music tracks from Binster & Ace Waters 🤍 🤍 Last week on the TOVG clustercast, the emergency assembly crew reconvened again to crack jokes at John Romero and Japanese translations: 🤍
Come hang out with Hannah-banana as she tells you about her role as a Level Designer. ⬇ Follow Hannah! ⬇ 🤍 ⬇ Epic Store page ⬇ 🤍 ⬇ Links and Info ⬇ Website + FAQ ‣ 🤍 ⬇ Social Media ⬇ Twitter ‣ 🤍 Facebook ‣ 🤍 Instagram ‣ 🤍 Discord ‣ 🤍 Reddit ‣ 🤍 Community Manager ‣ 🤍 Satisfactory is an FPS open-world factory building sim. You play as an engineer on an alien planet as part of the ‘Save The Day’ program - a program whose goal is to construct a massive machine for a mysterious purpose. Conquer nature, build multi-story factories, and automate to satisfaction! Local Elevator by Kevin MacLeod is licensed under a Creative Commons Attribution license (🤍 Source: 🤍 Artist: 🤍 #Satisfactory #LevelDesign #GameDev
#UE5 Realtime gameplay demo at the end! This week I made my own type of liminal space, a gigantic multi-story library scene using extremely high polygon Megascans assets. I wanted to really put Unreal Engine 5 through a stress test with this project. I used ALSv4 (Advanced Locomotion System) to add a playable character into the scene to walk around with. I hope you enjoy! "Antique wooden bookcase - Game model" (🤍 by Lorenzo Drago is licensed under Creative Commons Attribution (🤍
Apparently this level wasn't badly designed, I just suck, of course, after playing this game for so many years, blame it on me and not PopCap. People don't know when to stop flexing. Original description: This level was made BEFORE the leveling system. Take in my mind that my plants are low level, so don't say "It was so easy!" if you have high level plants. Piñata Parties shouldn't require leveled up plants.
Large, open-world games like Fallout 4 require an efficient approach to creating many high-quality locations in relatively short period of development. Modular art kits and an iterative level design process are essential to the team at Bethesda Game Studios. This 2016 presentation from Bethesda Game Studios' Joel Burges and Nathan Purkeypile provides an in-depth analysis of the techniques used to create art kits, the level design workflow which takes advantage of them, and the production approach which empowers a relatively small content team to make an enormous world. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter 🤍 Checkout our Facebook page for GDC exclusives 🤍 🤍
id Software's most prolific level designer of the "DOOM" era, Sandy Petersen tends to be overlooked by many, if not outright forgotten. However, his groundbreaking contributions helped shape the original DOOM games into the timeless classics we all know and love. This video discusses what set him apart from John Romero and the rest of the crew at id and also shows off some of his most unique and innovative levels. Sources: 🤍 🤍 🤍 🤍 🤍 🤍