Designing gameplay "skateboard first", and why (HL2 level part 2)
Автор: Steve Lee (Level and Game Design)
Загружено: 2022-06-28
Просмотров: 25792
It's all about designing iteratively.
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Part 1: Designing the level in text first: • How I design levels in text first, and why...
Part 2: Starting to build the skateboard: • Designing gameplay "skateboard first", and...
Part 3: Blocking out the final act: • Designing the final act of my escape level...
00:00 - Hello, Hammer
01:04 - Immediately making something playable
03:43 - Building the beginning and the end
07:37 - A scaleable plan to expand
09:09 - Henrik Kniberg's Skateboard Approach
11:50 - Sketching out the next iteration
17:55 - Adding the escape vehicle and the bulletproof window
20:54 - Blocking out the building the player needs to escape
23:58 - Testing the first blockout of the building
26:04 - First fixes
29:38 - Final fixes for our skateboard version
32:46 - The player can finally fit in the vent!
This video is part of my Talking About Level Design video series, which I've collected into this playlist: • Talking About Level Design
#leveldesign #halflife2
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