Two interesting visual solutions in Roboquest
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#LevelDesign #GameDesign #EnvironmentArt #Roboquest
@dmytronesterenko.bsky.social
Senior Level Designer at Grip. Ex Designer at Gameloft, Saber Int. Dissecting Games blog. patreon.com/GameDesignerNotes
Two interesting visual solutions in Roboquest
www.patreon.com/posts/140817...
#LevelDesign #GameDesign #EnvironmentArt #Roboquest
Comparing Weapon Pop-Ups: Why Roboquestβs Solution Falls Short
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#GameDesign #UXdesign #UIUX #UX #Roboquest
Just the small note about one curious AI combat behavior - escaping.
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#CombatDesign #GameDesign #Witchfire
Massive level design break down of Roboquest
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#Roboquest #LevelDesign #GameDesign
Small breakdown of the first map structure in Witchfire
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#Witchfire #LevelDesign #GameDesign
Readability of enemy attacks in Witchfire
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#Witchfire #CombatDesign #GameDesign
How the Streets in Silent Hill 2 Create Tension by Breaking Level Design Rules
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#SilentHill #SilentHill2 #Konami #BlooberTeam #leveldesign #gamedesign
Breaking Down the FTUE in Ghost of Yotei from a Narrative Perspective
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#GameDesign #GhostOfYotei #NarrativeDesign
How the placement of quest items and consumables in Silent Hill 2 serves gameplay and readability
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#SilentHill #SilentHill2 #leveldesign #gamedesign #Konami #BlooberTeam
How semi-opened doors guide players in Silent Hill 2
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#SilentHill #SilentHill2 #LevelDesign #GameDesign #Konami #BlooberTeam
Breakdown of the Emotive Design in Silent Hill 2
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#LevelDesign #GameDesign #SilentHill #SilentHill2 #NarrativeDesign #Directing #Konami #BlooberTeam
How placement of save points shape spaces in Silent Hill 2
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#SilentHill #SilentHill2 #Konami #BlooberTeam #LevelDesign #GameDesign
Briefly described design problems with consumables in Silent Hill 2
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#GameDesign #LevelDesign #SilentHill #SilentHill2 #Konami #BlooberTeam
How the T-shape geometry works in horror games
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#SilentHill #SilentHill2 #leveldesign #gamedesign #Konami #BlooberTeam
Visual language in Outlast: Trials
www.patreon.com/posts/139849...
#leveldesign #gamedesign #outlast #outlasttrials
Scale of Conflict: How Diablo IV presents a world-ending threat through a small village
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#Diablo #DiabloIV #Diablo4 #Blizzard #Narrative #GameDesign #WorldBuilding
How arenas in Hades changes and becoming more difficulty in time
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#LevelDesign #GameDesign #CombatDesign #Hades
Foliage render in Witchfire
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#art #leveldesign #gamedesign #techart #witchfire
Show, donβt tell. How Witchfire designed and show the world to players
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#Witchfire #WorldDesign #LevelDesign #GameDesign
When non-architectural approach can become the right choice for the level building
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#leveldesign #gamedesign #eldenring #fromsoftware #architecture
How Diablo IV weaves Narrative Design into its core gameplay loop
www.patreon.com/posts/139415...
#Diablo #Diablo4 #DiabloIV #Narrative #Blizzard #GameDesign
Atomic Design and how Ubisoft mastered that approach
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#GameDesign #SystemDesign #Ubisoft #AssassinsCreed #Valhalla
Breaking down the level design in the Outlast: Trials
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#Outlast #Trials #OutlastTrials #LevelDesign #GameDesign #Horrors
Shadows blur in Diablo 4 and why it makes the difference in quality
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#Diablo #Diablo4 #DiabloIV #Lighting #EnvironmentArt #LevelArt #Blizzard
How Art Direction of Diablo IV builds the brand identity
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#Diablo #Diablo4 #DiabloIV #LevelDesign #GameDesign #ArtDirection #Blizzard
How Alan Wake 2 uses visual contrasts to non-verbally guiding the player
www.patreon.com/posts/138604...
#leveldesign #levelart #gamedesign #AlanWake #AlanWake2 #Remedy
Breaking Down Readability in Diablo IV
www.patreon.com/posts/138327...
#Diablo #Diablo4 #DiabloIV #LevelDesign #GameDesign #EnvironmentArt #Blizzard
Problems with combat level design in Order 1886
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#leveldesign #combatdesign #order1886 #readyatdawn #sony #gamedesign
The most important question for every quest. The sanity check
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#Diablo #Diablo4 #DiabloIV #QuestDesign #NarrativeDesign #Quest #Blizzard
How Diablo 4 manages spaces and create contrasts between them
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#LevelDesign #GameDesign #Design #Diablo #Diablo4 #DiabloIV #Blizzard