How Linear Games Turn a Straight Line Into an Adventure
In Plain Sight
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How Linear Games Turn a Straight Line Into an Adventure
1 331 просмотр · 13 дней назад
In Plain Sight
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1 331 просмотр · 13 дней назад
Linear games sound simple: go from A to B. So why don't the best ones feel like a straight line? A level designer breaks down how The Last of Us Part II and Uncharted 4 turn a single path into an adventure.
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Useful resources:
The Image of the City. Book by Kevin A. Lynch
The Design of Everyday Things. Book by Don Norman
Weenie (design)
https://en.wikipedia.org/wiki/Weenie_...)
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Games featured: The Last of Us Part II (Naughty Dog), Uncharted 4: A Thief's End (Naughty Dog), Assassin's Creed Valhalla (Ubisoft Montreal), 007 First Light (IO Interactive), Resonance: A Plague Tale Legacy (Asobo Studio).
Game footage is used for commentary and educational analysis. All games and related materials belong to their respective owners.
Music:
Music: 'Unsaid' by Yair Cohen on #Uppbeat https://uppbeat.io/c/yair-cohen
License code: 6BADV5TIUSO9BQD0
Music: 'The Horseman' by Night Drift on #Uppbeat https://uppbeat.io/c/night-drift
License code: BMZLEMJOVTBH0D1X
Music: 'Macondo' by Night Drift on #Uppbeat https://uppbeat.io/c/night-drift
License code: FX3XL8DNWATDTMBX
#LevelDesign #GameDesign #LevelDesignDetective