You know, I never thought about how difficult it is to properly place/move a third person camera, until I had to make one! 😁
@mandisaw7 сағат бұрын
On Unity, Cinemachine has so many great features, but yeah, first step is thinking about what kind of camera-player experience you actually want.
@JVCKGames13 сағат бұрын
watching whilst streams dead
@captcronch13 сағат бұрын
I second this
@Qilemonade13 сағат бұрын
Me too
@chainos251910 сағат бұрын
If anyone wants an example of great level design for linear games play the original Bioshock. Turn off the guiding arrow in the settings and see how the world guides you naturally through clever level design. I've often seen it being used as a case study in talks and its for a good reason.
@RyuuTenno13 сағат бұрын
I'm glad that you did this video, cause most people (at least those I follow), don't really seem to focus on level design, just on it's own, in their videos. It's often level design, coupled with other things. Though, theirs are often also just typical dev logs (nothing wrong with that of course, kind of why i followed them in the first place). But, here you've addressed a variety of things regarding the actual level design, and I'm very glad you did. Though, I am curious, I know you're talking about it, more or less, with the focus being on 3D games, but I'm curious if the same ideas should also apply to 2D? Of course, they don't typically have camera issues, but I do wonder if polishing the first level in a 2D game should still be done. And, I completely understand your explanation too, cause, you're right, most players don't typically finish the games, so making the early stages look really great is something that should be done.
@TryHardStudio13 сағат бұрын
So it seems I should be making Skyrim.
@timmygilbert41024 сағат бұрын
Bro, I'm a level designer, thanks for mentioning designing for the 3d camera, so many people just scoff at that notions, or level design tut don't mention it 😢
@mandisaw7 сағат бұрын
Steve Lee has a great channel of level design tips, both the how & why. I like to approach level design from the POV of "what do I want the player to learn here?". In the early levels, that could be mechanics, or general world & setting info, while later levels teach how to combine that knowledge to cool effect. Then I can design the level, enemies, etc with that goal in mind. Bosses - or in my case, major chapter maps (Strategy RPG) - are kind of like a quiz - lets players (and me) know if they got the lesson.
@Nubian_King_RNM12 сағат бұрын
I would say i agree with everything thats was said in the video, but for me the perfect example of good level design would be Dead Cells. The games is essentially a side-scrolling beat-em with platformer gameplay and varied & different themed biomes that keep the player guessing. I am definitely taking notes from it on how to make a simple game far more interesting with just using a strong themes to design levels to a game.
@gameboardgames11 сағат бұрын
Dead Cells has great visual themes for each section, but it features procedural generation (randomized levels) so not really a good template for regular level design, which is typically considered static levels.
@creativebenzin11 сағат бұрын
Best level Design for me IS.: Celeste and DK2 In 3D plataform.: Banjo Kazooie.
@devinlupei507111 сағат бұрын
How would you approach level design if 80% of your game takes place in a forest?
@bitemegames11 сағат бұрын
Still break it up, have different areas like a clearing, lake, rock formations,... there's a lot of different styles of forest still. -M
@mandisaw7 сағат бұрын
Do some research. Read books or watch videos about actual, real-life forests. How do hikers mark trail and how do hunters track game? How do you navigate when you can and can't see the sky? How does the forest look, feel, sound in different situations and seasons? What is camping in a forest like - how much light is there, how hot or cold does it get, is it quiet or noisy, etc. A healthy forest has all kinds of plants and animals besides just trees, all of which affect the look and feel. And the environment - altitude, climate, etc - changes the mix of trees and other life. The Colorado Rockies isn't the Black Forest, isn't the Amazon, isn't Joshua Tree, etc...