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Designing gameplay "skateboard first", and why (HL2 level part 2)

Steve Lee (Level and Game Design)

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Designing gameplay "skateboard first", and why (HL2 level part 2)

29 057 просмотров · 4 года назад
Steve Lee (Level and Game Design)
33,1 тыс. подписчиков
29 057 просмотров · 4 года назад
It's all about designing iteratively. Support the Patreon:   / stevelee_gamedev   Join our discord server:   / discord   Follow me on Twitter:   / essell2   Part 1: Designing the level in text first:    • How I design levels in text first, and why...   Part 2: Starting to build the skateboard:    • Designing gameplay "skateboard first", and...   Part 3: Blocking out the final act:    • Designing the final act of my escape level...   00:00 - Hello, Hammer 01:04 - Immediately making something playable 03:43 - Building the beginning and the end 07:37 - A scaleable plan to expand 09:09 - Henrik Kniberg's Skateboard Approach 11:50 - Sketching out the next iteration 17:55 - Adding the escape vehicle and the bulletproof window 20:54 - Blocking out the building the player needs to escape 23:58 - Testing the first blockout of the building 26:04 - First fixes 29:38 - Final fixes for our skateboard version 32:46 - The player can finally fit in the vent! This video is part of my Talking About Level Design video series, which I've collected into this playlist:    • Talking About Level Design   #leveldesign #halflife2