LevelDesign

LevelDesign смотреть последние обновления за сегодня на .

So You Want to be a Level Designer - An Introduction to Level Design in Video Games - Extra Credits

143479
7459
179
00:08:48
18.08.2021

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: 🤍 Tiktok: 🤍 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

LEVEL DESIGN IS HARD

42766
2098
298
00:12:05
28.10.2022

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

Ten Principles for Good Level Design

394912
10197
266
01:00:47
09.02.2018

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.

Why "Speed Level Design" videos are so misleading

14530
926
101
00:03:12
22.08.2022

A short, well-meaning rant about why I (and many other level designers) don't like those "speed level design" videos - particularly for how they mislead a lot of aspiring level designers about what the discipline is about. 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 At Ubisoft

904902
12370
737
00:03:22
14.04.2016

“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: 🤍

Technique for Creating Beautiful Level Design

242144
14721
420
00:11:48
22.01.2022

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! 🤍

How Level Design Can Tell a Story

851489
36382
745
00:18:11
11.03.2020

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 - 🤍

Super Mario 3D World's 4 Step Level Design

950214
19897
526
00:05:10
16.03.2015

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 - 🤍

Level Design Nedir?

6860
798
139
00:09:45
07.03.2023

Videoda yeterince konuşmuşum buraya yazacak bir şey kalmamış Sosyal medya hesaplarım: Twitter: 🤍 Instagram: 🤍 Linktree: 🤍

Designing Radically Non-Linear Single Player Levels

106633
4168
99
00:27:41
14.07.2021

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.

Struggling to practice level design? This is why.

9937
716
153
00:17:38
25.10.2021

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

Rain World: Emotions in level design

21740
1666
113
00:13:40
29.06.2022

A small video essay on Rain World's level design, and some of the high-level decisions made to create a spectacular moment (they put RGB lights in General Systems Bus). Thank you infinitely to the kind people who helped me prepare this video: Emily, Jenny and Leyus. Music used in this video: "Sundown (Theme I)", "Bio-engineering", "Moondown (Theme II)", "Random Gods (Theme III)", "Lovely Arps", "Deep Energy" from the Rain World OST by James Primate: 🤍 0:00 Intro 1:42 The insane god machine 3:11 Composition 5:10 Contrast 6:32 Motifs 9:44 Outro 10:05 The moment, again If you like the video you should check my tweetio: 🤍

Blockout in Level design l Blocktober

21332
716
7
00:04:13
11.10.2021

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

Level Design Cover 101 - Placement & Mindset

4095
289
46
00:12:56
03.06.2021

This video shows my mindset about cover placement while going through classical and typical level design layout scenarios. Homepage with CV, portfolio, articles: 🤍benb-design.net

How to: LEVEL DESIGN - Dev Tips | Myrkur Games

93314
3601
137
00:07:57
04.02.2020

- 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

Why The Best Level Design Is No Level Design

3655
285
24
00:05:32
29.10.2021

TWITTER: 🤍 Since I've started a series named "bad map showcase", where I talk about some terrible level design in a variety of games, I thought I'd stop to talk about the alternative to meticulously designing a level in a game. Random generation and procedural generation. Games like Minecraft, Terraria and Valheim all randomly generate their worlds from the ground up, only using a few rules for the generator to go off of on where to place what. Games like Risk of Rain 2, The Binding of Isaac and Hades all use procedural generation. Where thousands of rooms or stages are pre-designed by the developer before being put into the game in a randomized order. There are strengths and weaknesses to this kind of design, so lets talk about them shall we?

[DOOM] Sandy Petersen's Level Design

67953
3921
493
00:06:58
13.03.2020

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: 🤍 🤍 🤍 🤍 🤍 🤍

The Level Design of God of War

85926
1931
306
01:06:11
17.06.2021

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.

Level Design Workshop: Architecture in Level Design

61309
1952
59
00:22:07
15.11.2017

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.

10 Video Games With Genuinely Impressive Level Design

51218
1981
87
00:10:35
03.01.2023

Hitman's environments are truly next level. For more awesome content, check out: 🤍 Catch us on Facebook at: 🤍 Find us on Twitter: 🤍 Check out our merch store at: 🤍 Why not join our Discord? 🤍 WhatCulture Gaming Podcast now available! - iTunes: 🤍 - Spotify: 🤍 WhatCulture Gaming Podcast is also available on Acast, Podbean, Podbay, Podcast Addict, and more to come!

Pre-Production for Level Design

4726
98
7
00:07:17
09.02.2022

A common mistake beginning level designers make is to open up the editor and start building their level right away. Let’s take a step back and take a look at 4 crucial steps you should go through before you get your hands dirty and risk throwing away a lot of work down the line.

The Impressively Bad Level Design of Sonic Forces

77573
4597
502
00:13:45
25.11.2022

I hate Sonic Forces. Support me on Patreon: 🤍 Watch livestreams on Twitch: 🤍 Follow me on Twitter: 🤍 Contact me: lowart.contact🤍gmail.com

C'est QUOI le LEVEL DESIGN?

18413
1582
96
00:13:11
08.11.2021

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►🤍

3 IMPORTANT Tips for Greybox Level Design - ArtStation Challenge | VLOG EP.002

173800
8200
465
00:10:04
23.10.2018

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.

High Level Design vs Low Level Design | HLD vs LLD | System Design Concepts

87712
2099
85
00:12:06
30.03.2021

Hello guys, This is one more video on the difference between HLD and LLD. I have tried to explain the difference between the two and how it could be different in interviews vs at real job. Recommendations Our full courses on youtube: ✒ System Design Primer Course: 🤍 ✒ REST APIs made easy:🤍 Some paid courses that we recommend: ✒Educative.io: 🤍 ✒Interviewready.io: 🤍 (Use coupon code SUDOCODE for extra discount) About Us Created and Instructed by: Yogita Sharma ✒ LinkedIn - 🤍 ✒ Instagram - 🤍 ✒ Facebook - 🤍 ✒ Medium - 🤍 Post-production(editing, thumbnail etc) managed by: CiKi ✒ Website: 🤍ciki.co.in ✒ LinkedIn: 🤍 Colors and design by: Naini Todi ✒ LinkedIn - 🤍 Both Arpit and Yogita are software engineers and want to help other software engineers become better by providing high quality and well researched content by adding their creativity and teaching twist. Join Us Hangout with sudoCode: ✒Discord Server: 🤍 For business: ✒Email: sudocode.yogita🤍gmail.com

[DOOM] John Romero's Level Design Rules

269112
11435
883
00:07:52
25.01.2019

During the development of DOOM, John Romero came up with eight special rules to make his levels look and play as good as possible. This video discusses those rules and shows how they were applied all throughout Knee-Deep in the Dead, DOOM's iconic first episode. For reference, the eight rules are as follows: 1. Always change floor height when changing floor textures. (0:28) 2. Use border textures between different wall segments and doorways. (1:05) 3. Be strict about texture alignment. (1:47) 4. Use contrast between light and dark areas and cramped and open areas. (2:25) 5. Make sure that if the player can see outside, he can somehow get there. (3:13) 6. Be strict about having several secret areas on each level. (3:53) 7. Make levels flow so that the player revisits areas to better understand the 3D space. (4:44) 8. Create several easily-recognizable landmarks for easier navigation. (5:49) Original source: 🤍 For more information on John Romero's upcoming fifth episode for DOOM, Sigil, check out its official website at the following link: 🤍

Level Design Workshop: Solving Puzzle Design

71711
1937
88
00:54:06
19.12.2017

In this 2016 GDC talk, Ubisoft's Jolie Menzel explains what a puzzle is in the level design space, and explores techniques to create and refine puzzles that will elevate the player's experience in a given level. 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.

Level Design Workshop: Designing Celeste

209176
7636
242
00:31:34
27.02.2018

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.

VR Level Design is HARD!

7424
557
92
00:24:14
23.02.2022

In this video, I do a "developer playthrough" of Mine Break - Chapter 3 which was the last Half Life Alyx workshop map I have created. I personally judge this map to have objectively the best level design I could accomplish from all the trial and error I put into the 3 maps I've made I hope you enjoy the insights of what made this map the way it is. And what issues I came across when designing it. 🤍 Bradsmells.com

LEVEL DESIGN - Faça da maneira correta

15014
1776
33
00:12:10
03.04.2019

Agora você vai entender o que é Level Design: dicas, objetivo e a importância de criar um bom Level Design! Assista a criação de um Level Design na prática: 🤍 Colabore com nosso trabalho: 🤍 * SE INSCREVA NO CANAL E FIQUE POR DENTRO! * |- INFORMAÇÕES IMPORTANTES -| SITE/BLOG: º 🤍 SIGA-NOS: º 🤍 º 🤍 PERFIL INSTAGRAM: º 🤍marksviniciusmoraes º 🤍romulommorais

Level Design for Stealth Games

3410
91
11
00:09:50
05.12.2022

Let’s take a look at the fundamentals of stealth gameplay and how to apply a set of Level Design guidelines to ensure fun and challenging stealth encounters.

Level Design in a Day: A Series of First Steps - Overcoming the Digital Blank Page

93871
2558
37
00:44:26
22.02.2018

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.

Level Design Lobby: Blockout Tips #97

9996
283
17
00:16:33
08.06.2021

In this episode, I go through some of the tips to help make a readable and understandable Blockout. Things that I have learned throughout my journey as an LD, hopefully, it will help you as well. Join the community: 🤍 Sponsor Level Design Course 🤍 Buy The Book - Ebook - 🤍 Physical - 🤍 Contact Me - Twitter: 🤍 Website: 🤍 Email: leveldesignlobby🤍gmail.com -

Core Level Design Challenge #shorts

67657
4791
32
00:00:39
25.05.2022

Hol dir Core Gratis und unterstütze mich: 🤍 Mein MainChannel ➤🤍 Folgt mir auf Instagram ➤ 🤍 Folgt mir auf Twitch ➤ 🤍 Discord Server ➤ 🤍 Twitter ➤ 🤍 Falls es euch das Video gefallen hat, gibt es auch andere coole deutsche Spieleentwickler: MrLuchs ➤ 🤍 Let's GameDev ➤ 🤍 Musik: 🤍bensound.com #spieleentwicklung #devlog #indiedev #indiegame #unity3d #unitydevlog#madewithunity #gamedev

What is Level Design? An Intro

10111
595
41
00:35:09
01.07.2017

I was unaware YouTube discontinued annotations, and it doesn't recognize Gamasutra as an "approved site", so here's the link to the Rational Level Design article mentioned: 🤍 Before getting into the main intent of this channel, analyzing levels in games, I figured it would be a good idea to cover the basics involved in level design and the different aspects of a level that can be critiqued. If you're working in the industry, on an indie team, or even as a modder, you're probably familiar with a good chunk of the material covered here. This is mostly here to make sure everyone's on the same page as to what I'll cover in future videos.

Common Stealth Level Design Mistakes - Bauer Design Solutions

31395
1981
95
00:16:14
17.03.2018

This is an animated video collecting my experiences working on several stealth focused games as a level designer, lead and director. Special thanks to: Matt West - Editor & Co-Writer David Szeto - Editor Mischa Hrziwnatzki - Adobe After Effects Advice Homepage with CV, portfolio, articles: 🤍benb-design.net

Core Level Design Challenge 3 #shorts

88675
5277
34
00:00:45
31.05.2022

Hol dir Core Gratis und unterstütze mich: 🤍 Mein MainChannel ➤🤍 Folgt mir auf Instagram ➤ 🤍 Folgt mir auf Twitch ➤ 🤍 Discord Server ➤ 🤍 Twitter ➤ 🤍 Falls es euch das Video gefallen hat, gibt es auch andere coole deutsche Spieleentwickler: MrLuchs ➤ 🤍 Let's GameDev ➤ 🤍 Musik: 🤍bensound.com #spieleentwicklung #devlog #indiedev #indiegame #unity3d #unitydevlog#madewithunity #gamedev

Astuces de Level Design (EP01 : Les escaliers)

12970
895
45
00:09:16
20.03.2021

Aujourd'hui on va parler d'escaliers ! Oui ! Aussi étrange que cela puisse paraitre, leur utilisation dans les jeux vidéo ne permet pas uniquement de monter et descendre. Ce sont des éléments de level design très important permettant d'accentuer des situations ou des sentiments. 🐦 Thread Twitter : 🤍 📚 Kickstarter de Tommy Norberg : 🤍 ☕ Soutenir la chaîne sur Tipeee : 🤍 sur uTip : 🤍 ········································­­·······································­·­···· Version Unity de la vidéo: Unity 2019.4 (Version personnelle) ········································­­·······································­·­···· 💻 Site internet : 🤍 👉 Twitter : 🤍 👉 Facebook : 🤍 👉 Discord : 🤍 ⚗️ Chaîne secondaire (ZEF LAB) : 🤍 📅 Planning des vidéos à venir : 🤍 ········································­­·······································­·­···· Vous avez suivi le tutoriel mais n'avez pas le même résultat ? Vous avez sans doute raté une étape ! Recommencez la vidéo et soyez attentif aux détails. Rendez-vous sur le serveur Discord pour recevoir de l'aide. ········································­­·······································­·­···· Télécharger et installer Unity (toutes versions) : 🤍

Beginner Guide to LEVEL DESIGN for Game Developer | Indie Game Devlog

2017
197
20
00:08:46
16.02.2023

In this little Devlog for Betty Bunni a Barbie inspired Indie Horror Game i explain very simple how Level Design works and how to use it for your Game Environments when you start 3D modelling in Blender and so on. 💀 TIP a Custom Amount: 🤍 💀 Download FREE PS1 Style Assets and more: 🤍 💀Wanna support and exclusive Content? 🤍 #vtuber #devlog #indiegame #gaming #gamedev - 0:00 Start Building Your Dream Game with Level Design for Total Beginner Game Developer 1:00 How to Plan your Indie Game Level Design Beginner Tutorial 2:50 How to Structure your Indie Game Environment Beginner Tutorial 3:41 Basic LEVEL DESIGN in a NUTSHELL

Level Design Short: Denial and Reward

1152
80
18
00:02:16
03.05.2021

Level design tip/trick about how to arrange your levels and player goals to create a more satisfying journey for your players. If you found this video useful in any way, I'd appreciate you dropping a like :) Anything you'd like to see me improve or cover in the future? Hit me up with a comment!

Назад
Что ищут прямо сейчас на
LevelDesign Learning swan lake prunning guide apna ghar sapno ka ghar Телевизор для кухни Five kuzavini дтп толстый мыс мемный мем zipair Красный Страж dark souls 2 dlc bosses kaiji creed rocky hwc dolly Общор спиц Леска спин эдемский сад