Game Designer Notes | Dmytro Nesterenko's Avatar

Game Designer Notes | Dmytro Nesterenko

@dmytronesterenko.bsky.social

Senior Level Designer at Grip. Ex Designer at Gameloft, Saber Int. Dissecting Games blog. patreon.com/GameDesignerNotes

8 Followers  |  12 Following  |  44 Posts  |  Joined: 28.08.2025  |  1.8501

Latest posts by dmytronesterenko.bsky.social on Bluesky

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Roboquest: Two standout examples of visual design | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Two interesting visual solutions in Roboquest

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#LevelDesign #GameDesign #EnvironmentArt #Roboquest

16.10.2025 19:49 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Roboquest. Weapon comparison popups | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Comparing Weapon Pop-Ups: Why Roboquest’s Solution Falls Short

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#GameDesign #UXdesign #UIUX #UX #Roboquest

15.10.2025 16:55 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Witchfire. Enemy escaping | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Just the small note about one curious AI combat behavior - escaping.

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#CombatDesign #GameDesign #Witchfire

14.10.2025 18:34 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Roboquest. Level Design Breakdown | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Massive level design break down of Roboquest

www.patreon.com/posts/140754...

#Roboquest #LevelDesign #GameDesign

11.10.2025 17:44 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Witchfire. Structure of the Island of the Damned | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Small breakdown of the first map structure in Witchfire

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#Witchfire #LevelDesign #GameDesign

10.10.2025 20:54 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Witchfire. Readability of enemy attacks | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Readability of enemy attacks in Witchfire

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#Witchfire #CombatDesign #GameDesign

09.10.2025 17:55 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Silent Hill 2. Design of streets | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

How the Streets in Silent Hill 2 Create Tension by Breaking Level Design Rules

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#SilentHill #SilentHill2 #Konami #BlooberTeam #leveldesign #gamedesign

08.10.2025 16:59 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Ghost of Yotei. Exposition of antagonists | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Breaking Down the FTUE in Ghost of Yotei from a Narrative Perspective

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#GameDesign #GhostOfYotei #NarrativeDesign

07.10.2025 17:11 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Silent Hill 2. Placement of quest items | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

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

06.10.2025 16:16 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Silent Hill 2. Semi-opened doors | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

How semi-opened doors guide players in Silent Hill 2

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#SilentHill #SilentHill2 #LevelDesign #GameDesign #Konami #BlooberTeam

05.10.2025 17:13 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Silent Hill 2. Emotive design | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Breakdown of the Emotive Design in Silent Hill 2

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#LevelDesign #GameDesign #SilentHill #SilentHill2 #NarrativeDesign #Directing #Konami #BlooberTeam

04.10.2025 13:14 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Silent Hill 2. How placement of save points shape spaces | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

How placement of save points shape spaces in Silent Hill 2

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#SilentHill #SilentHill2 #Konami #BlooberTeam #LevelDesign #GameDesign

03.10.2025 16:06 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Silent Hill 2. Design of consumables | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Briefly described design problems with consumables in Silent Hill 2

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#GameDesign #LevelDesign #SilentHill #SilentHill2 #Konami #BlooberTeam

01.10.2025 15:16 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Silent Hill 2. T-shape geometry | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

How the T-shape geometry works in horror games

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#SilentHill #SilentHill2 #leveldesign #gamedesign #Konami #BlooberTeam

30.09.2025 15:29 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Outlast: Trials. Visual Language | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Visual language in Outlast: Trials

www.patreon.com/posts/139849...

#leveldesign #gamedesign #outlast #outlasttrials

28.09.2025 14:31 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Diablo 4. Scale of the conflict | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

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

27.09.2025 16:07 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Hades. Visual and Design contrasts between biomes | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

How arenas in Hades changes and becoming more difficulty in time

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#LevelDesign #GameDesign #CombatDesign #Hades

26.09.2025 19:32 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Witchfire. Foliage render | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Foliage render in Witchfire

www.patreon.com/posts/139482...

#art #leveldesign #gamedesign #techart #witchfire

25.09.2025 16:21 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Witchfire. World design clarity | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Show, don’t tell. How Witchfire designed and show the world to players

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#Witchfire #WorldDesign #LevelDesign #GameDesign

24.09.2025 16:26 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Elden Ring. When β€œIncorrect” Architecture Becomes the Right Choice | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

When non-architectural approach can become the right choice for the level building

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#leveldesign #gamedesign #eldenring #fromsoftware #architecture

23.09.2025 16:01 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Diablo 4. Gameplay Loop and Narrative Design | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

How Diablo IV weaves Narrative Design into its core gameplay loop

www.patreon.com/posts/139415...

#Diablo #Diablo4 #DiabloIV #Narrative #Blizzard #GameDesign

22.09.2025 16:36 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Assassin's Creed: Valhalla. Atomic Design | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Atomic Design and how Ubisoft mastered that approach

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#GameDesign #SystemDesign #Ubisoft #AssassinsCreed #Valhalla

19.09.2025 18:42 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Outlast: Trials. How the awkward spaces work | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Breaking down the level design in the Outlast: Trials

www.patreon.com/posts/outlas...

#Outlast #Trials #OutlastTrials #LevelDesign #GameDesign #Horrors

14.09.2025 16:31 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Diablo 4. Lighting. Shadows blur | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Shadows blur in Diablo 4 and why it makes the difference in quality

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#Diablo #Diablo4 #DiabloIV #Lighting #EnvironmentArt #LevelArt #Blizzard

13.09.2025 13:17 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Diablo 4. Circles as part of the Art Direction | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

How Art Direction of Diablo IV builds the brand identity

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#Diablo #Diablo4 #DiabloIV #LevelDesign #GameDesign #ArtDirection #Blizzard

12.09.2025 15:49 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Alan Wake 2. Visual contrast as guiding tool | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

How Alan Wake 2 uses visual contrasts to non-verbally guiding the player

www.patreon.com/posts/138604...

#leveldesign #levelart #gamedesign #AlanWake #AlanWake2 #Remedy

11.09.2025 17:42 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Diablo 4. Readability | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Breaking Down Readability in Diablo IV

www.patreon.com/posts/138327...

#Diablo #Diablo4 #DiabloIV #LevelDesign #GameDesign #EnvironmentArt #Blizzard

10.09.2025 16:44 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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The Order 1886. Problems of level combat design | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

Problems with combat level design in Order 1886

www.patreon.com/posts/138301...

#leveldesign #combatdesign #order1886 #readyatdawn #sony #gamedesign

08.09.2025 16:06 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Diablo 4. Important question for every quest | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

The most important question for every quest. The sanity check

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#Diablo #Diablo4 #DiabloIV #QuestDesign #NarrativeDesign #Quest #Blizzard

07.09.2025 16:47 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Diablo 4. Space contrasts | Game Designer Notes | Dmytro Nesterenko Get more from Game Designer Notes | Dmytro Nesterenko on Patreon

How Diablo 4 manages spaces and create contrasts between them

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#LevelDesign #GameDesign #Design #Diablo #Diablo4 #DiabloIV #Blizzard

06.09.2025 16:31 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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