Ten Principles for Good Level Design

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  • Опубліковано 18 лис 2024

КОМЕНТАРІ • 302

  • @jaimemagnum
    @jaimemagnum 4 роки тому +978

    04:23 1- Good level design is fun to navigate.
    06:47 2- Good level design does not rely on words.
    10:46 3- Good level design tells what to do but never how to do it.
    13:35 4- Good level design constantly teaches.
    16:06 5- Good level design is surprising.
    21:07 6- Good level design empowers the player.
    25:16 7- Good level design is easy, medium, and hard.
    28:13 8- Good level design is efficient.
    32:55 9- Good level design creates emotion.
    37:26 10- Good level design is driven by mechanics.
    41:50 Recap

    • @not_herobrine3752
      @not_herobrine3752 4 роки тому +23

      Thanks, dont have time to watch this vid rn

    • @curranh.8328
      @curranh.8328 4 роки тому +6

      @@not_herobrine3752 You spelled design wrong from #5-#10 but thank you :)

    • @not_herobrine3752
      @not_herobrine3752 4 роки тому +1

      @@curranh.8328 welcome

    • @curranh.8328
      @curranh.8328 4 роки тому +3

      @@not_herobrine3752 oh god I tagged the wrong person my bad 😂😂

    • @not_herobrine3752
      @not_herobrine3752 4 роки тому +5

      @@curranh.8328 You are welcome anyways ;)

  • @seangdovic4967
    @seangdovic4967 6 років тому +750

    41:50 Recap
    For any level designers who come back to refresh their minds but don’t want to watch the entire thing again.

    • @southoceann
      @southoceann 6 років тому +5

      Thanks!! That helps a lot!

    • @drgore1797
      @drgore1797 5 років тому +15

      Not all heros wear capes.

    • @greggeverman5578
      @greggeverman5578 5 років тому +1

      You’re My new best friend!

    • @whatthefuckesque0
      @whatthefuckesque0 4 роки тому +1

      @@greggeverman5578 That is very sad.

    • @fabianoperes2155
      @fabianoperes2155 4 роки тому +5

      Thanks bro. This guy walking from side to side is really annoying me.

  • @letMeSayThatInIrish
    @letMeSayThatInIrish 5 років тому +424

    "If the player does something you didn't expect, you should not chastise him, you should design it into the game." -- Dan Taylor

    • @ihonest5355
      @ihonest5355 5 років тому +2

      Well said bro

    • @Keyecomposer
      @Keyecomposer 4 роки тому +19

      Wish Rockstar games followed that rule.

    • @K3vyB
      @K3vyB 10 місяців тому +1

      >implements in-game gold store to counter RMT
      (:

  • @frozenfenix0
    @frozenfenix0 5 років тому +874

    He forgot rule 11 always add a water level

    • @TheConceptBoy
      @TheConceptBoy 4 роки тому +84

      Don't forget the sewer level

    • @bombardier0543
      @bombardier0543 4 роки тому +58

      Don’t forget the cave level

    • @antigrav6004
      @antigrav6004 4 роки тому +68

      Where my poison swamp squad at?

    • @gumfireparalax1371
      @gumfireparalax1371 4 роки тому +52

      You guys are forgetting about a lava level.

    • @donpaisa8627
      @donpaisa8627 4 роки тому +39

      Don't forget the ice level with slippery floor

  • @Enterstainers
    @Enterstainers 11 місяців тому +12

    18:00 One of the greatest paradigm shifts has to be Halo 1, with the Flood mission. The buildup to that was so out-of-nowhere and terrifying, wondering why the Covenant were afraid, or dead before you got there.

  • @OaksCU1
    @OaksCU1 6 років тому +226

    Go to 41:49 for a summary, if you don't wanna watch the whole video.

    • @umartdagnir
      @umartdagnir 6 років тому +23

      I clicked 41:49, saw the text on the stone tablets, paused, tried to read it, thought "Ha-ha, good joke. But too bad there is no summary and I will have to watch the whole video now", then unpaused and the actual summary appeared.

    • @WnIyLkLvIiAsMt97
      @WnIyLkLvIiAsMt97 6 років тому +4

      I started the video, got bored quickly as he was going over nothing new (so far) looked at comments for a summary, found this. xD

    • @greggeverman5578
      @greggeverman5578 5 років тому +3

      Youre my new 2nd best friend! Congrats! :)

    • @greggeverman5578
      @greggeverman5578 5 років тому +1

      Just dumping another comment to promote this one. These comments are entirely helpful!

    • @greggeverman5578
      @greggeverman5578 5 років тому +1

      I think so anyway.

  • @Enduror19
    @Enduror19 6 років тому +74

    The Ishimura scene in deadspace 2 is the most horrific part of all horror games i ever played. nothing happened all the time but the psychic terror to go throuw that ship that nearly killed me in the first game ... and remembering all the terrors ... it was horrible ... the worst i ever felt while playing a game .. i loved it!

    • @awedsy3195
      @awedsy3195 5 років тому +12

      Physchological horror is best horror, and the scariest one

  • @sunnyboi3867
    @sunnyboi3867 4 роки тому +65

    This made me realize that a Civ game is just one really long level

  • @AlexMakesGames80
    @AlexMakesGames80 3 місяці тому +2

    I've rewatched this talk at least 13 times by now

  • @EduardoYukio
    @EduardoYukio 6 років тому +83

    This was awesome! A real lesson by an experienced designer AND speaker. The way he connected each point of the presentation was gold.

  • @NeverduskX
    @NeverduskX 5 років тому +20

    This remains one of the most important and relevant game design talks I've seen. I find it useful to see the recap at 41:50 from time to time, but once in a blue I'll watch the whole thing again to catch small but very useful things I might have neglected in my recent designs.

  • @tiagodarkpeasant
    @tiagodarkpeasant 4 роки тому +32

    i guess one way to provide ammo for a boss without spoiling is putting the armor on the boss stage, or through minions that drop ammunition, maybe even increase the drop rate on normal monsters before a boss instead of straight giving the ammo, like an unaware enemy that is actually just there to give you the items you need for the next battle

  • @harrysanders818
    @harrysanders818 3 роки тому +7

    One of best level design talks ever recorded

  • @cozymonk
    @cozymonk 2 роки тому +9

    55:40 I had that problem even before I started learning game design, even as a small child. You can almost always tell when a boss is coming. If it's not items, it's something else, but there's always a strong tell. I don't think I've ever been surprised by a boss (except maybe the fish that ate me because I kept shooting the water in RE4, but the legit boss fight was not a surprise).

  • @zill4_
    @zill4_ Рік тому +5

    Respect how he handled the first “question”- I’d not be sure how to respond.

    • @lanceuppercut8220
      @lanceuppercut8220 8 місяців тому

      Seriously, seemed kind of like a slight directed at the presentor, he basically called him some kind of emotionally unintelligent brute who doesn't consume enough estrogen enriched soy.

  • @neptuneleveldesign
    @neptuneleveldesign Рік тому +6

    Love hearing insightful, simple to follow and practical tips from industry pros, thank you as always.

  • @fl260
    @fl260 6 років тому +97

    This is gold, thanks a ton!

  • @walterwelches4188
    @walterwelches4188 6 років тому +10

    41:49 is the recap if you’re the TLDR type although I’d recommend watching it through because he gives great examples and elaborates on them.

  • @trevorgustavgreen8148
    @trevorgustavgreen8148 5 років тому +3

    6 minutes in and I already learned so much. Such a wonderful and useful resource.

  • @rompevuevitos222
    @rompevuevitos222 6 років тому +83

    imo, Level design is everything on a game, no matter how much you put in a game, without a good playground to use those features the game won't perform well at all

    • @mezzmar
      @mezzmar 6 років тому +4

      I'm a bit late but, What can you do have a magnificent playground but lack the ability to use it properly? I think that, games rely on its level design and its gameplay, how you move and what you can, whether you run, swim, fly, roll. So, gameplay gives you the abilitiy to play and then you're released on a playground to test them alongside with your skill. You can't have one without the other.

    • @rompevuevitos222
      @rompevuevitos222 6 років тому +5

      With good enough levels, you can even make gameplay meaningless like Abzu for example, so the level is the most important thing.
      Someone could make a very simple shooter and still be amazing just by having very interesting and fun levels wich aren't just a road with a bunch of walls

    • @sprazz8668
      @sprazz8668 6 років тому +3

      Well, I agree with you, but as far as I'm aware everything is very important including level design. If you have good level design but your mechanics are bad, that's gonna be equally rubbish.

    • @UltramanII
      @UltramanII 5 років тому +2

      That problem is probably a lot more prominent in RTS than other genre. There're quite a few new RTS games out there that looks pretty decent but I don't even want to play them, like Empires Apart, because they don't have levels at all, only random map skirmishes. For some players it's not a problem, but for me, an RTS game without a campaign story kinda feel pointless.

    • @4ll3sb4n4n3
      @4ll3sb4n4n3 5 років тому +1

      I absolutely agree! Gameplay and level design.
      My favorites:
      - Thief 2
      - Shadow Warrior
      - Half Life 2
      - Portal (probably the best level design out of all of these)
      - Super Mario
      - GTA 5

  • @GlowingOrangeOoze
    @GlowingOrangeOoze 3 роки тому +19

    haha, you can really feel the age of this talk when the Q&A begins and he struggles with questions about about games that pursue experiences outside of player empowerment, or how to deal with the paradox of giving the optional bonuses to players who've proven they don't need the help.
    Still, a solid set of guidelines, I think. Just don't forget to apply your own critical thinking.

    • @itsaUSBline
      @itsaUSBline 3 роки тому +6

      Glad I wasn't the only one thinking this when he got to talking about player empowerment. It's funny how his answer seems to imply that Journey is the first game that's ever made him consider that games could be about something other than purely player empowerment. Kinda amazing how far we've come in just the past several years.

  • @sprazz8668
    @sprazz8668 6 років тому +7

    37:09 DAMN THAT'S AMAZING

  • @timdoesleveldesign
    @timdoesleveldesign 3 роки тому +3

    This presentation contains an absolute wealth of important information! Thanks for making this available to everyone that wants to learn more about level design

  • @Drecon84
    @Drecon84 6 років тому +55

    Honestly, I think when designing a prison, the last thing you want is to make inmates feel imprisoned. If you make the whole thing feel open and inviting without compromising safety and security, you'll have a much better prison population.

    • @nerychristian
      @nerychristian 6 років тому +33

      True. It works with public schools. Create the illusion of freedom, while imprisoning the mind and body.

    • @Scroteydada
      @Scroteydada 6 років тому +6

      No, it's to keep them out of society. Inmates get released, hopefully a little less crazy than before.

    • @johnnyfreetanga5506
      @johnnyfreetanga5506 6 років тому +6

      Are you sure about this idea? Actually, there are people who will commit crime to improve their live, living in that prison. It will be better than their current lives.

    • @oklol496
      @oklol496 6 років тому +13

      "See! I told you we'd find advice on how to build the prison in comments sections! I told you!"

    • @Fualkner
      @Fualkner 6 років тому +20

      ​@@johnnyfreetanga5506 If your society is awful enough that people are willing to sacrifice their autonomy and freedom for the "comforts" of prison, then your society is the problem.

  • @markoos88
    @markoos88 11 місяців тому +2

    If you close your eyes this sounds like a games lecture delivered by Simon Pegg.

  • @silvernightpuma
    @silvernightpuma 6 років тому +3

    Looked up Dieter Rams' "Good design" principles on wiki, very nice.

  • @ЗайкаУшастик-п9у
    @ЗайкаУшастик-п9у 6 років тому +253

    33:06
    "Last year the US supreme court declared gay videogames were legaly art"

  • @ciriak
    @ciriak 5 років тому +53

    Halo 3 thumbnail, Final boss of clickbait :D

  • @silverlight2677
    @silverlight2677 6 років тому +25

    what a convenience..this is what i need to study

  • @antonmuffin6214
    @antonmuffin6214 Рік тому

    so far this is one of the better level design videos iv watched, the last video i watch one of the parts told me to stare at old maps... like bruh i looked at camping grounds for 20 minutes, this didnt make me any better. there was some good points in there, but this video was full of things i could write down

  • @Fjuron
    @Fjuron 5 років тому +6

    Very nice Talk!
    Excellent general guiding rules; not just level design but for game design in general.
    Especially beginning from the desired emotional response and then selecting the elements that together create that emotion, is a really helpful way to do it / think about it.

  • @QuassGamer
    @QuassGamer 6 років тому +12

    47:30 That's actually good question I want see what he would say about multiplayer level design!

    • @bruceparab2102
      @bruceparab2102 6 років тому +2

      Its totally different for multiplayer games, there are choke points, boosts and other aspects of the gameplay session to consider

    • @____uncompetative
      @____uncompetative 6 років тому +6

      (( | )) is all _Halo_ arena maps
      | | | is all _Call of Duty_ maps
      . * , • ' is all _Battlefield_ maps

    • @0u73rh34v3n
      @0u73rh34v3n 6 років тому +1

      I personally feel there's more emphasis around strategy when it comes to multiplayer games. Whether it's a 60vs60 shooter, or a co-op game like LBP, it's commonly down to players to find the best positioning to progress.

  • @michaelcostaphoto
    @michaelcostaphoto 6 років тому +32

    loved the influencer references- great talk, but lol, dry crowd

    • @civilwarfare101
      @civilwarfare101 5 років тому +2

      Not many of them played Dead Space 2, shame on them.

    • @scheve1994
      @scheve1994 3 роки тому +4

      GDC crowds are dry almost 100% of the time. It's a bit of a shame when the presentator puts in the effort to make the talk engaging.

    • @misterchief5378
      @misterchief5378 3 роки тому +3

      i love that there is no cheering and laughing. i hate those kinds of talks, it almost seems to me that they need shitty references because they think their topic is not interesting enough.

  • @Nebulaoblivion
    @Nebulaoblivion Рік тому +1

    36:58 I remember that, It was so annoying. I fought so hard, and kept restarting the level before I got down to those last two guys because I thought I failed. I was kind of pissed when it ended up being waste of time trying to win it.

  • @chriswahl1337
    @chriswahl1337 2 роки тому +5

    "If you want to make the player feel persecuted put an enemy AI into the level that constantly hunts him."
    *E.M.M.I. has entered the chat*

    • @David-zy1lr
      @David-zy1lr 2 роки тому +1

      God the E.M.M.I in Dread really made the game live up to its name

    • @josephcantrell
      @josephcantrell 9 місяців тому +1

      This is in Middle Earth: Shadow of War....great AI in that game. I was impressed playing it.

  • @jeffreyjumisko5165
    @jeffreyjumisko5165 3 роки тому

    Great talk. I'm unsure why it is so blurry from the audience view.

  • @squishybuspr
    @squishybuspr 3 роки тому +2

    Someone give this man an award for drinking like 5 bottles of water in less than 45 minutes. 🏆

  • @John-996
    @John-996 3 роки тому +1

    this guy has crazy CV the amount of big studios he has worked at.

  • @F2t0ny
    @F2t0ny 2 роки тому +1

    I think level design would be my dream game dev job

  • @roninbadger7750
    @roninbadger7750 3 роки тому +7

    "Real life sucks" - tell that to the Farm and euro truck sim players.

  • @a5hen
    @a5hen 2 роки тому +1

    First half of DS1 just peaks everything

  • @chadrichjellming4911
    @chadrichjellming4911 2 роки тому +1

    This is a ton of good information. Thanks for the presentation!

  • @amac333
    @amac333 6 років тому +12

    One of the principals for describing something is to not use the word you're trying describe in the sentence.

    • @daggawagga
      @daggawagga 5 років тому +1

      You can add an exception to than when talking about recursion

    • @Maouww
      @Maouww 5 років тому +4

      So like: "One of the principles for communicating the different aspects of any abstract concept is to not use the word identifying the concept that you're trying to indirectly reference in that sentence."
      Yes?

  • @owenrivers16
    @owenrivers16 6 років тому +4

    This is my dream job

  • @Lovuschka
    @Lovuschka 4 роки тому +3

    A good designer does not punish the player for doing something unforeseen.
    The best designers anticipate even that which is impossible and create something unique for that occasion that 99.9 percent of players never will see playing themselves.

  • @greggeverman5578
    @greggeverman5578 5 років тому +1

    This guy's pretty brilliant! Wonderful talk.

  • @josephcantrell
    @josephcantrell 9 місяців тому

    Also I think good level design is that it builds on the previous level, and prepares you for the next one.

  • @StitchfaceAirsoft
    @StitchfaceAirsoft Рік тому +1

    he sounded like such a small little guy at 22:06 when he said almost as many people that played dead space 2 lol

  • @leetNightshade
    @leetNightshade 6 років тому +2

    Modern Warfare 2 wasn't done by Treyarch, but you gave them credit for good level design on it.
    [Edit] Though it sounds like Treyarch may have helped out on some maps around that time, hard to verify which games. Where'd you get this info?

  • @chriswahl1337
    @chriswahl1337 4 роки тому +2

    25:28 YES! This man gets it! I knew I wasn't the only one.

  • @SteveHolmesDrums
    @SteveHolmesDrums 4 роки тому +2

    6:34 MW2 was Infinty Ward, not Treyarch.

  • @DoomsDay117x
    @DoomsDay117x 3 місяці тому

    Does 4. Pattern Analysis contradict with 5. Surprising level design? If the enjoyment is derived from when the 14:01 "human mind enjoys processes patterns for retrieval later", then how is "fun created through uncertainty"? 17:18

  • @mammothfurfur774
    @mammothfurfur774 6 років тому +1

    Great Talk and great questions at the end!

  • @adamlee2550
    @adamlee2550 4 роки тому +11

    That note about Bethesda making modular levels is why I always get bored of their games and put them down.

    • @jefawksspaghettorium
      @jefawksspaghettorium 5 місяців тому

      so true
      in ESO this happens a lot: a zillion dungeons looking similar with no real feel to them because they're modular and lifeless and look similar if they're in the same theme basket

  • @unrealhabitat
    @unrealhabitat 2 роки тому +1

    This is gold

  • @ZoeyTheSobble
    @ZoeyTheSobble 3 роки тому

    Cod campaign designers should watch this

  • @jonasdietrich8109
    @jonasdietrich8109 Рік тому

    Thanks for the insight!

  • @Tekkai50
    @Tekkai50 Рік тому +2

    Rockstar should take some notes.
    Let's look at RDR2 for an example.
    When it comes to the open world of that game, the level design is excellent.
    but in main quests it's so on rails it almost feels like QTE.

  • @analogGigabyte
    @analogGigabyte 3 роки тому

    If the player does something you don't expect, my friend, that is interesting gameplay

  • @D0ubleRadiation
    @D0ubleRadiation 6 років тому +12

    How can, in 2013, do a conference on Level design and not talk about Dark Souls? Still, amazing video, lots of very interesting points!

    • @DavidBulczak
      @DavidBulczak 6 років тому +7

      Very good point. Especially since Dark Souls breaks a lot of these principles in a good way.

    • @civilwarfare101
      @civilwarfare101 5 років тому

      I am glad that someone actually acknowledges Ratchet and Clank.

  • @akillith6841
    @akillith6841 2 роки тому +2

    I can't figure out if i've commented already. UA-cam hard.
    But, i can't get past the "I'm about to spoil Deadspace 2" part. Been meaning to play it for years... And I always turn the video off at this point. How bad is the spoiler? I spend way more time learning than I do gaming and I really wanna finish this video lol.

  • @thrivenugget
    @thrivenugget 2 роки тому +1

    In the year 2040, someone will look back at this video and realise where the worlds fresh water reserves went

  • @QMDLevelDesign
    @QMDLevelDesign 6 років тому +1

    Very much appreciated, thanks!

  • @raph2550
    @raph2550 6 років тому +4

    Very great talk!

  • @ty_teynium
    @ty_teynium 3 роки тому +1

    Does every slide have to have picture of a game? Also it obscures the words a bit.

  • @repman597
    @repman597 4 роки тому +2

    The Original Ghost Recon level design as the first and only tactical open-terrain (not open-world) level design. Unfortunately the sequels deviate from the level design and tactical gameplay mechanics.

  • @tiagodarkpeasant
    @tiagodarkpeasant 4 роки тому +2

    the part about a good design teaching something new is how i approach every dungeon in zelda botw, what is this sage trying to teach me ? and when i "cheat" i don't think the levels is bad, because the sage says " you are resourceful"

  • @unfa00
    @unfa00 2 роки тому +2

    6:28 It's funny that a different talk by an Epic artist was given referring to this same level as visually incoherent and being highlightes as a major drop-off point for players. Of that data is true, this level is significantly less fun to play (it may still be fun to navigate - without enemies I suppose?) as players seemed to have been abandoning the campaign during this level.

  • @ThinkCitric
    @ThinkCitric 4 роки тому

    That was a great talk, thank you for sharing it!

  • @blind_neighbourhoodNerd
    @blind_neighbourhoodNerd 6 років тому

    Loved this talk

  • @zefile
    @zefile 6 років тому +38

    >skyrim
    >nebulous objectives
    i'm sorry but WHAT

    • @WhereIsTheIntruder
      @WhereIsTheIntruder 6 років тому +27

      Skyrim is awful

    • @shiftyjim4138
      @shiftyjim4138 6 років тому +19

      Quetzalcoatl Skyrim and it’s waypoint objectives actually ruin exploration or any challenge found in discovery.

    • @hypno_ibram
      @hypno_ibram 6 років тому +4

      @@shiftyjim4138 There's probably a mod to remove it.

    • @FerintoshFarmsPhotography
      @FerintoshFarmsPhotography 5 років тому +4

      Must have meant morrowind lol

    • @fernandoramos187
      @fernandoramos187 5 років тому +2

      @@WhereIsTheIntruder You have not understand nothing about this video...

  • @josephcantrell
    @josephcantrell 9 місяців тому

    What about always gives you experience points in your stats?

  • @Ralke1
    @Ralke1 3 місяці тому

    very cool tips

  • @morecarstuff
    @morecarstuff 3 роки тому

    Feel so late to this video. been watching these. although i may not get into game dev super seriously i love the insight. it provides understanding and appreciation for the story telling as well as the thought process in creating these games.

    • @morecarstuff
      @morecarstuff 3 роки тому

      on a side note though, older games incorporate most of these features better then most of the new ones. imo.

  • @tysonasaurus6392
    @tysonasaurus6392 5 років тому +1

    I enjoyed watching the whole thing but if you want to jump straight to his ten principles 4:21

  • @gabrielchavarria760
    @gabrielchavarria760 Рік тому

    What is the name of the book he tells on number four?

  • @Randor11
    @Randor11 4 роки тому

    Outstanding !!!

  • @3N1StaticGaming
    @3N1StaticGaming Рік тому

    5:09 but sometimes I like a game that lets you get lost.

  • @KimboKG14
    @KimboKG14 5 років тому +4

    30:30 WRONG! 343Guilty spark is a completely linear level it may fool you by it's similar looking rooms, but If you don't get lost in the maze there's no room you have to enter twice and especially not the forest! you come out at an absolutely diffrent place than you got into the underground facility.
    the only bi-directional level might be "assault on the control room" / "double betrayal" but these are seperate levels with changed geometry.

  • @cabreram.4734
    @cabreram.4734 4 роки тому

    God, this is a very good talk! 😳

  • @gargamellenoir8460
    @gargamellenoir8460 3 роки тому +6

    It's weird to see Skyrim used as a good example for any form of story telling, but the Dark Brotherhood quest was way above the rest of the game in that aspect.

    • @larry3828
      @larry3828 3 роки тому +3

      skyrim's "story", as in the quests and dialogue, is pretty boring. but the "story" of skyrim, as in the massive, beautiful open world of skyrim, free to be explored in any order, is still enchanting to this day
      i guess it would be classed as emergent story rather than explicit

  • @aerodynamic1440
    @aerodynamic1440 5 років тому

    Useful principles.

  • @TwilightPB
    @TwilightPB 4 роки тому +1

    great talk, but i couldn't help but notice the speaker was completely unable to decide whether to roll with 'him', 'him/her' or singular they. lol

  • @lauralai9694
    @lauralai9694 2 роки тому

    Very interesting! Thank you! :-)

  • @MEGA_TREE
    @MEGA_TREE 2 роки тому

    Very attractive

  • @felipenovais8364
    @felipenovais8364 6 років тому +4

    Everytime he mentioned Bethesda was absolute bullshit. Pete Hines himself talked about FO4`s gameplay loop and it`s all about keeping the player engaged in the cheapest way possible with exploration and arbitrary rewards.
    The ""clarity of purpose" section mentioning Skyrim too, was debatable. It is almost the opposite of Morrowind's quest direction - which is verbose - with clear marks and "0/10" fetch quests. It's anti-exploration and immersion, which, for me, is a serious sin to be commited by such a big open world RPG. There's no connection to the world. That's bad.

  • @twosoulfox
    @twosoulfox Рік тому

    Yes.

  • @resurrectedsunlight155
    @resurrectedsunlight155 2 роки тому +2

    Is it me or does Dan sound a lot like Simon Pegg?

  • @kjj26k
    @kjj26k 5 років тому +1

    29:50 is when that Halo 3 thumbnail you came for comes into play.

  • @sodkfniw2669
    @sodkfniw2669 4 роки тому +3

    Anyone else here cause they’re bored in Mario Maker? No? Just me?

  • @remingtonlewis2000
    @remingtonlewis2000 4 роки тому

    Is that Errant Signal at 59:05?

  • @blackdevilb
    @blackdevilb 6 років тому +9

    Dark souls 1 blow my mind with lvl design

    • @ManiX207
      @ManiX207 5 років тому

      though thats more of an level art kinda thing, to be fair alot of ds 1 was not perfected for mechanical playability. but yes DS1 really had and still has one of the best game level map design out there ( though demon souls kinda had a simular approch if you consider only the areas them self.)

    • @tiagodarkpeasant
      @tiagodarkpeasant 4 роки тому

      i see no problem with speed running, unless it is a guy that never played the game before seeing another speed runner and just doing the same but faster, for example i fell sonic was made fr speed run, but you can only do that after knowing the maps, so it is a reflection of appreciation for the game and the correct way to be sonic in the game world, but i only think games with good replay-ability are worth it, and ds1 is such a game the gets better the more you know how to play, and it ties to one thing he said, good levels are easy medium and hard depending on how you want to play

  • @nintendude794
    @nintendude794 3 роки тому +1

    6:38 Treyarch? You mean Infinity Ward?

  • @CynicalGamingBlogTerry309
    @CynicalGamingBlogTerry309 6 років тому +6

    Wait... Square-Enix Montreal make games? Aren't they a publisher in the US?
    I thought Eidos developed Hitman... sure they're a subsidiary of Square-Enix but they're still known as Eidos...

  • @initial_C
    @initial_C 2 роки тому +1

    10 Principles of good Level design: uses Halo as Thumbnail
    That's a weird choice

  • @DavidBulczak
    @DavidBulczak 6 років тому +17

    The Dark Souls series breaks this principles and is doing it in a good way. I hadn't so much fun with level design as in these games for years.

    • @DavidBulczak
      @DavidBulczak 6 років тому +3

      @@nicholayhovland4840 also a great point of view. The more I think about it the more I have to agree.
      Especially the point that in DS levels teach you rather than modern tutorials is a strong point.

    • @Crowbar
      @Crowbar 4 роки тому +2

      @@nicholayhovland4840 Blighttown doesn't empower the player, it does the complete opposite, and achieves something much greater.

  • @Virtualnerd101
    @Virtualnerd101 2 роки тому +1

    *Good level design tells the player what to do, but now how to do it.
    *Good level design teaches the player without literally telling them anything.
    *"Rollercoaster Design" is when the intensity has peaks and valleys that slowly get more intense, until one final payoff at the end. The problem with this type of design is that it is very predictable.
    *Taking risks is important for creative game design.
    *When you're designing a region in your game, instead of thinking about what type of area you want it to be and then figuring out whatthe tone should be, figure out the tone first and then choose the type.

  • @jolanxblca
    @jolanxblca 4 роки тому +1

    38:30 too many HD words, he's lagging

  • @simonjohnwright5129
    @simonjohnwright5129 3 місяці тому

    After playing video games for many years, I found Mirrors Edge a terrible game. And still do.
    For me, Far Cry 2 was a step in the right direction and felt like a very well thought out game by design. Far Cry 2, Socom games made by Zipper Interactive, the first couple of Splinter Cell games and the first couple of Tomb Raider games were standout games centered around design.
    Bioshock gave fantastic atmosphere in the game and instilled fear in the player but was a badly designed game.

    • @slavsit7600
      @slavsit7600 Місяць тому

      can you tell me why mirrors edge is a bad game?

  • @shrewmastercomics
    @shrewmastercomics 4 роки тому +2

    I wanted to hear bad Yoda :(