Level Design Cover 101 - Placement & Mindset

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This video shows my mindset about cover placement while going through classical and typical level design layout scenarios.

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Nani? He is alive? Wow. Nice to see you back

bartoszmadycki
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_He is back, and his microphone is better than ever!_

Seriously tho, I'm glad I subscribed this channel even though I thought it was dead. This is so helpful

aurin_komak
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I'm very happy you decided to make another video this stuff is great!

DetectivePoofPoof
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This is just what I needed for my DnD Cyberpunk campaign - it's especially tricky to make the maps deterministic, while appearing to follow the rng of a D20 system. Your videos really help out, especially for the stealth gameplay.

SapereAude
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Oh wow! I was starting to think you weren't going to make any more videos.

Jlerpy
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Discovered this channel recently. Your videos are great! Thanks for the level design insights

shyamarama
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I'll do my best to convey my gratitude here.... It's videos like this that help the evolution of Level Design as a whole! I've watched hundreds of videos, absorbing every detail I can, and this is by far the single most useful video I've come across. Specific examples from industry leaders are hard to come by, and I can't thank you enough. Really looking forward to more content, especially more about level design. Thank you, Thank you, Thank you.

RENNGAMEZ
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This is one of the most helpful videos I have watched and I am sharing this with my class. Thank you!

MeriesaVR
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Great work, love the simple illustrations!

ah
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I just want to say, Far Cry is my favorite shooter of all time, and I believe it has some of the best level design and AI cover scripting even by today's standards. The way AI interacted dynamically with cover in an open world still blows my mind to this day.

That being said, if you were responsible in any capacity for the design of the last encounter on Volcano with the riot squad, you're a terrible person and I want you to know you took hours of my life away and made my hairline recede just trying to get through it on Realistic.

icoz
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Your videos are both excellent in content, and in visualizations! Thank you so much!!

TheAaronGerenShow
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Great video, I hope you continue to share more insights.

annbushhome
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you have like the highest level design over here, YOURE :00

simonbarrios
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Definitely waiting for other new videos. Thanks for content!

mobyokelly
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This will definitely help me with boot camp! Amazing work 👍

Mono.Instinct
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Дякую за відео. Часто розумієш підсвідомо принципи, та як краще зробити, але для початківців ці поради дуже корисні.

THX__
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I am so happy you made a new video! <3

nayaraglei
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what a surprise! greetings from Spain ;)

youtuberdepueblo
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So is it good practice to balanced flow vs options depending on the type of experience you want for that section of the level? But is ultimately better if you can get both the intended flow (slow or fast) and a greater amount of options for player(within reasonable limitations)?

For example:
A) For a more fast paced hallway, a smoother flow will be more improtant than having more options? players will move quickly from cover to cover and get trough the section quickly having "less time" to get bored or frustrated due to the lack of options?
B) For a more slow paced hallway, maybe a stealth or player's planning requiring section, it is okay to give player more options at the expenses of a smoother flow of the section(in reasonable amount)? resulting in a slower cover to cover flow from player, but also a more calculated and strategic flow with more options so player won't get bored(repetitive defense) or frustrated(predictable offense)?

d.g
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Very interesting, the level design is more complex than I imagined for this aspect.
To show your drawings so well on video, what tools do you use? It would be useful for me to show concepts in that way too.

Paul-Jean