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BauerDesignSolutions
Canada
Приєднався 31 гру 2015
This channel collects my theories about various game development topics.
For more information about myself please visit my homepage: www.benb-design.net
or my LinkedIn profile: www.linkedin.com/in/ben-bauer-575810
DISCLAIMER:
1) Anything you see here are my personal thoughts and opinions. Don't take them as the ONLY TRUTH, but more like tools in your tool box; the more tools you have in your tool box, the better the chance you have the right one for the job.
2) Frequency of new video releases might take a while thanks to life, work and the fact that it takes a while to make them.
Let's keep sharing our thoughts for inspiration, teaching and simple knowledge exchange.
For more information about myself please visit my homepage: www.benb-design.net
or my LinkedIn profile: www.linkedin.com/in/ben-bauer-575810
DISCLAIMER:
1) Anything you see here are my personal thoughts and opinions. Don't take them as the ONLY TRUTH, but more like tools in your tool box; the more tools you have in your tool box, the better the chance you have the right one for the job.
2) Frequency of new video releases might take a while thanks to life, work and the fact that it takes a while to make them.
Let's keep sharing our thoughts for inspiration, teaching and simple knowledge exchange.
New Book - "A Practical Guide to Level Design From Theory to Practice, Diplomacy, and Production"
I'm excited to announce the release of my first book, "A Practical Guide to Level Design - From Theory to Practice, Diplomacy and Production." As a seasoned designer, lead, mentor, and director with +20 years of AAA game development experience, I've compiled all my tips, tricks, and hacks into one comprehensive guide for aspiring level designers. This book covers everything from theoretical design approaches to practical examples and covers topics like layouts, pacing, player guidance, and world building. Get hands-on experience with essential chapters on technical aspects, production, and employment in the industry. This book is all rooted in practical experience and is perfect for level designers, content leads, and students of level and game design. Get your copy today and take your level design skills to the next level!
Save 20% with the Coupon Code (till 31 March 2023): SMA31
Link to pre-order:
bit.ly/PGLDTP
Save 20% with the Coupon Code (till 31 March 2023): SMA31
Link to pre-order:
bit.ly/PGLDTP
Переглядів: 4 796
Відео
Level Design Cover 101 - Placement & Mindset
Переглядів 28 тис.3 роки тому
This video shows my mindset about cover placement while going through classical and typical level design layout scenarios. Homepage with CV, portfolio, articles: www.benb-design.net
Common Stealth Level Design Mistakes - Bauer Design Solutions
Переглядів 44 тис.6 років тому
This is an animated video collecting my experiences working on several stealth focused games as a level designer, lead and director. Special thanks to: Matt West - Editor & Co-Writer David Szeto - Editor Mischa Hrziwnatzki - Adobe After Effects Advice Homepage with CV, portfolio, articles: www.benb-design.net
Common Stealth Level Design Mistakes - Teaser - Bauer Design Solutions
Переглядів 6086 років тому
I'm about 50% done with the animations so I thought I release a brief teaser of my upcoming video "Common Stealth Level Design Mistakes".
Open World Coop Level Design Guidelines - Bauer Design Solutions
Переглядів 16 тис.7 років тому
This is an animated video about Open World Level Design Guidelines with a special focus on Coop. Special thanks to: Matt West - Editor & Advise Mischa Hrziwnatzki - Adobe After Effects Advice Homepage with CV, portfolio, articles: www.benb-design.net
From Abstract Layouts to Specifics - Bauer Design Solutions
Переглядів 8 тис.7 років тому
After all the abstract talk let's get more specific with our multiplayer layouts. Homepage with CV, portfolio, articles: www.benb-design.net
The Abstract Deconstruction of de_dust2 - Bauer Design Solutions
Переглядів 5 тис.7 років тому
Let's analyse the high level layout composition of de_dust2 to learn from it and then to create something new. Homepage with CV, portfolio, articles: www.benb-design.net
High Level Layout Composition - Bauer Design Solutions
Переглядів 14 тис.7 років тому
A detailed look into the high level layout composition of multiplayer level design. Homepage with CV, portfolio, articles: www.benb-design.net
Channel Introduction - Bauer Design Solutions
Переглядів 2,6 тис.7 років тому
Quick channel introduction for Bauer Design Solutions. Homepage with CV, portfolio, articles: www.benb-design.net
8:30 I really dislike the philosophy that you should be able to complete each part of a game with the minimum loadout. Knowing that I could do it without all my gadgets make the gadgets feel pointless or like a handicap. I would also appreciate if games tested the player not just on the basics on their use of the more advanced tools as well.
We all have a pinky in our friends group, sometimes that pinky is you
Help, I've googled and played counter strike and now I'm addicted to gambling
this is incredibly helpful for the game i'm making, i feel like you saved me a month of development time. especially the onion/lasagna thing
10:53 i don't think i've ever enjoyed a stealth segment in a game that's not primarily about stealth
I really liked this presentation
Amazing
Awesome video
this is a really good video.
Good 👍👍😊😊
It aged quite badly, but it's a cool video nonetheless
Ha ha, the mixing on this video is so much louder than the last one. Made me jump
Amazing video!
What a wonderful video! Completely timeless.
I bought your book and it's very helpful, especially to those without game development experience.
Wohoo. That's what i was looking for
Its time to install Dishonored again.
Need to play Blacklist and see if the design-rules are really implemented there.
I made a map in Hammer and now players complain that it is too big, there are too many options and it is maze-like.
COD MULTIPLAYER IS SHIT CAUSE THEY HAVE THE SAME GAME MODES FOR MAORE THAN A DECADE WITH THE SAME MAPS.
Very interesting, the level design is more complex than I imagined for this aspect. To show your drawings so well on video, what tools do you use? It would be useful for me to show concepts in that way too.
Damn, that was a really informative video! Definitely going to use these tips in my game :D
Yep I know it is 6 years old video but dude majority of players don't play like that especially against AI. Maybe some 40+ years old boomers. Btw nearly each coop game shows your friend's name/indicator through walls or on mini map, so finding each other is not an issue at all. This kind of level design is good for tactical shooter like Arma/EFT or in battle royales where you need to communicate enemy positions (or just ping them lol). In coop shooters effective communication doesn't matter, you go head-on into the fight we friends having fun.
NICE THANKS YOU I BUY directly ! version french translate ???
Juste impressive, really thanks you ! ;)
Muito bom, obrigado 😊
been playing blacklist for the past few days, and I have seen every example solution in place
Great work, love the simple illustrations!
why most of midlanes and long lanes in cs doesnt have any cover. Is taht a timing thing? Or utility think such as flashes or smokes
Awesome guide to stealth level design!
What does the GTFO option mean?
A great watch! Thanks for sharing :)
So is it good practice to balanced flow vs options depending on the type of experience you want for that section of the level? But is ultimately better if you can get both the intended flow (slow or fast) and a greater amount of options for player(within reasonable limitations)? For example: A) For a more fast paced hallway, a smoother flow will be more improtant than having more options? players will move quickly from cover to cover and get trough the section quickly having "less time" to get bored or frustrated due to the lack of options? B) For a more slow paced hallway, maybe a stealth or player's planning requiring section, it is okay to give player more options at the expenses of a smoother flow of the section(in reasonable amount)? resulting in a slower cover to cover flow from player, but also a more calculated and strategic flow with more options so player won't get bored(repetitive defense) or frustrated(predictable offense)?
I didn't really get the reasoning behind designing the frequency and rythm of an "intersection"(moment for player to make a meaningful choice on where to go and why?). So basically each intersection should have options each with its own pacing, pro and cons that players will learn over multiple playtrought of the map? Since that if all intersection are the same then making a choice wouldn't really matter (unless you add the enemy player variable)?
So glad I found this
Дякую за відео. Часто розумієш підсвідомо принципи, та як краще зробити, але для початківців ці поради дуже корисні.
Your vids are so educational :))
Damn you designed Far Cry 1?? Impressive
Best video on this subject on UA-cam
Looks awesome, definitely gonna read it. Is the book suitable for reading on kindle or is it better to choose the paper version in color?
As someone who’s majoring in game design in college, this is really helpful!
SSSSOOOO Useful.
Thats amazing!! <3 <3
I just got my copy. Thank you for the valuable insights and a practical guide to what seems like a "dark art."
Man this book is a literal gold mine, I am gonna recommend it to my friends, if it gets popular enough, it will achieve the status of "the bible" of level design!
Thx, that helped me pretty much
My copy just arrived. Can't wait to read this today during some down time 👍
Just bought the books, excited to see all those many categories in the books that I can learn. Thought it might be very useful for me starting as a level designer. Much love!
I'll do my best to convey my gratitude here.... It's videos like this that help the evolution of Level Design as a whole! I've watched hundreds of videos, absorbing every detail I can, and this is by far the single most useful video I've come across. Specific examples from industry leaders are hard to come by, and I can't thank you enough. Really looking forward to more content, especially more about level design. Thank you, Thank you, Thank you.
It's super, I want to read it!