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peter_spy

Let's improve our level design skills

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Never played Payday 2, but this may come in handy if you want to design a small map with a lot of replayability. Thoughts on gameplay and randomness are pretty solid:

 

http://www.generalvivi.com/blog/?p=410

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This is more a video on game mechanic design than level design (specifically praising Thief's sound systems), but I think there are some good takeaways.

 

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Hey hey, it's about The Timeless Way of Building! Melan recommended A Pattern Language, and this reminds me I should report back here now and say that I made it through most of that book over the summer. At about a thousand pages, it's encyclopaedic (in volume, and arguably in content as it goes down the checklist of the largest superstructures of government to the minute details of building), but I appreciate the recommendation. It's very good in making you think in terms of context as to what you are building, which would ideally be human habitats and all that this fact entails. Only some of its information is applicable to (TDM) level design however, due to engine and game ruleset limitations.

 

I have been reading the Ecological Approach to Visual Perception by J.J. Gibson (while waiting on another visual literacy book, "Visual Intelligence: Perception, Image, and Manipulation in Visual Communication", to arrive) and I very much recommend Gibson if you hope to understand why and how we perceive our environment the way we do. It's a landmark work in optics (reading it I am fairly certain, though not for a fact, that he strongly influenced how PBR in CG is structured) and his concept of affordances is in wide use today and it is something you should familiarize yourself with.

 

On the topic of less contemporary authors, I have good old John Ruskin waiting on the e-shelf here: http://www.gutenberg.org/files/17774/17774-h/17774-h.htm and am planning on going through these essays soon.

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My FMs: The King of Diamonds (2016)



| Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! |

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the payday 2 video, one of the batman games has an underground station that looks like that, they either pinched it off payday 2, or viceversa.

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This is slightly older GDC lecture, Randy Smith is talking about player expression, using examples from both Thief and his own games:

 

 

Also not sure why this one is an hour long. The lecture is like 20 minutes, the rest is a black screen.

Edited by Judith
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Also not sure why this one is an hour long. The lecture is like 20 minutes, the rest is a black screen.

 

Afaik that is a old trick to avoid youtube bad compression don't know if is still relevant today.

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