Dishonored 2 level designer critiques Dishonored 1 level

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  • Опубліковано 29 вер 2024

КОМЕНТАРІ • 53

  • @stevelee_gamedev
    @stevelee_gamedev  Рік тому +18

    Watching this again now, I reaaaaally could’ve tried a bit harder to run away and be stealthy / non-violent after being spotted during this playthrough, haha

    • @portsilpa
      @portsilpa 4 дні тому

      Happens to the best!

  • @jackiedaytona1017
    @jackiedaytona1017 Рік тому +2

    Ah, one of my favorite games. Thanks for breaking this level down, I wish we had more immersive sims like Prey and Dishonored.

  • @aydenstarke5297
    @aydenstarke5297 11 місяців тому

    I would love to see you play more levels and talk about them!

  • @DaBomb970
    @DaBomb970 Рік тому

    Great video!

  • @ORANOID
    @ORANOID Рік тому +21

    Thank you for the video. Michael Kadikov stopped doing such kind of level design breakdowns, so it's double cool. Btw, I don't know, what triggers the difference, but when I've played this mission, the guard was asking to kill him himself and died with honor like in your mission. Perhaps, it depends on whether you've killed somebody or not during this mission.

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому +14

      Oh yeah you're right, it must be the chaos level that gave me the darker version of this scene! I'd forgotten completely. My fault for screwing it up and killing everyone (either in this level or in the prison one beforehand), haha

  • @damonhawkes2057
    @damonhawkes2057 Місяць тому +4

    Old video I know, but I wanted to mention something about the scene where the Overseers kill their sick brother, which inspired a similar scene you did in the dust district in DH2. That scene in dishonored 1 is actually different depending on your chaos level, in low chaos it's actually the sick one asking his brothers to kill him so he doesn't spread the plague, and they very reluctantly do it. Very cool!

  • @piotrsamborowski703
    @piotrsamborowski703 Рік тому +16

    I always thought that the ending sequence in this quest, when you're done with Campbell and are going to meet Samuel, is a bit too long and kind of ruins the pacing, especially if you're looking to complete all the side objectives that are packed in there. The rush that you get from disposing of Campbell, whether by killing or branding him, is long gone by the time you reach Samuel.

    • @aydenstarke5297
      @aydenstarke5297 11 місяців тому +2

      I’ve never been able to explain it but I’ve always thought the ending left a bad taste, and I think you put it best! I’d never change Dishonored, but yeah maybe they should have put some of the content in that ending sequence earlier in the level.

  • @ORANOID
    @ORANOID Рік тому +3

    I was rewatching your making the level series right now and I've completed the first dishonored yesterday.
    P. S. Love the title, it's funny.

  • @jaxler8387
    @jaxler8387 Рік тому +4

    Incredible title

  • @TheFonzieCommunity
    @TheFonzieCommunity 7 місяців тому +1

    Do more of this please!!

  • @itsukizy
    @itsukizy Рік тому +2

    i loved this! this level is probably my favourite from the first game too, and as a massive Dishonored 2 fan (and a huge fan of the dust district specifically) it was so cool seeing how that level was influenced by this one. i’ve always felt the parallels with certain scripted events but this kind of made me realise them more consciously. especially that scene of the overseers killing the one with the plague vs killing the injured one in the second game (i always like linking them with domino so he ends up killing himself… lol).

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому +1

      Lovely to hear you liked the video and the Dust District, cheers :)

  • @forild
    @forild Рік тому +2

    Thank you so much for sharing the knowledge of the craft, really appreciate it.

  • @GG01011
    @GG01011 13 днів тому

    22:42 The graphics difference between 1 & 2😮
    yet both are beautiful

    • @stevelee_gamedev
      @stevelee_gamedev  13 днів тому +1

      @@GG01011 Yeah I have a real soft spot for the look of the original

  • @Strelokos666
    @Strelokos666 10 місяців тому

    It is extremely hard for me to make a blackout of the level pretending to be an abstractionist putting floating cubes and one-way-drops without considering level art. The first thing I find myself doing is to rely on realistic environments and logic, therefore prioritizing it over experience, which is probably wrong. So what do you think about level art consideration during level design?

    • @stevelee_gamedev
      @stevelee_gamedev  6 місяців тому

      Basically, I think level art consideration is usually good, but prioritising art over experience, as a level designer, is usually bad :)

  • @sylorrin7298
    @sylorrin7298 Рік тому

    Perfect video! love it. I am a big fan of Dishonored(not really a big deal under this video).
    I have played amounts of stealty game that might be related to immersive experience. LIke Hitman or EX DEUS. Sometimes, their level designs just makes me think that are those designers thinking "Oh, let's add a vent-pipe behind the players. So that players could surprised when they found this path." And it makes me feels like it is some kind of insults to players like me who really enjoy searching and hanging around the whole map, because I feel like the Vent pipes are just some kinds of basic routes of stealty game. They are very easy too find, just look around, heads up and here is the way. And I know it is some kinds of official stealty path in these games. So when I am playing a new stealty game, I always look around and find Vent pipe, but I was also hoping there would be something new.
    Due to this, I always wondering how immersive levels designed, or more specific, how dishonored's levels are builted. Since one of my most memorable moments of stealty game is Dishonored2. the clockwork mansion. Many people would say their most impressive parts about this level are those transforming building scenes, because it is active. However, my favorite part about the mansion is when it is stable and not moving. I believed that you already realized what I found. Yeah, I was struggling in stealty and 0 kills at that time. It is so hard to passed all the guards, and the shifting building did add tons of difficulty on it. And I messed it up several times.
    And after I alearted Jindosh, the target, and killed him withouth choices. I have to restart the levels since all of my saving points are helpless for me to do that Mercy Excecution or Pardon Ending. I don't know what to called it. After I restarted the level, I tried to teleport to the chandelier,like always, get the high ground. But I pressed too quick, my left hand was still using the cross bow. And yeah, those glasses shattered, and I was like, "Ok, what the fxxk? There was a teleport point?" And I was almost shocking during the whole time finishing the mansion without alerts.
    After this, I wathced the dev videos about Dishonored 2 level design, in NoClips I think? You were in that videos I believed. I still remember how you guys talk about the enviroment design and level design will be integrated but I still got no ideas about how you guys design the levels and those lock door design or hidden paths. And your recently videos give me some ideas about it.

  • @blakehansen5434
    @blakehansen5434 Рік тому

    I wish they stuck with the same art design instead of going for mildly realistic in the second one

  • @1_exmachine137
    @1_exmachine137 Рік тому

    damn .. this brings back good old memories

  • @blasterxt9
    @blasterxt9 Рік тому

    Hello sir how to design 2d levels

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому +1

      Hi there - there can be all kinds of 2D levels and games, so it completely depends on what kind of game you’re making, and also the specific and unique things about the game’s goals, mechanics, etc! So you’d have to start with understanding the game you’re working on, what makes it interesting, and what you can do with the game’s content and tools, etc. Hope this helps!

    • @blasterxt9
      @blasterxt9 Рік тому

      @@stevelee_gamedev I'm creating simple walking game 2d and features is watercolor painting and music . Relaxing game that's it

  • @wd3691
    @wd3691 Рік тому

    Love your videos, thankyou! I've soaked in a lot of nuances you notice about level design/cinematics that sometimes I don't even think about!
    One thing i want to mention. Is that you HAVE to save overseer Martin. If you kill him, or he die's somehow, you lose. He's definitely a trigger for the mission to progress. A recent playthrough I did. I decided since I couldn't kill, and or let him die. I killed everyone on the map minus him. Once I reached the dining room. Overseer Campbell wouldn't walk into the room with Curnow. They were locked behind the door. If you look through the keyhole. They talk for a little bit, but then just stand there. I planted a bunch of razor traps at the door. Left, and went to unshackle Martin. Once I did that I traveled back as fast as possible to the dining room. Once I was about halfway down the hall toward the room. Campbell, and Curnow activated and started making their way to the room. Once the door opened. They both were shredded.
    I was a little disappointed that the game wouldn't let me play around that much with the narrative, Characters integral to the story have to live. And with the final level, Being able to kill Martin early would effect that. Would completely alter the complexities already offered. Through the entirety of the game.
    In Dues Ex I do what ever actions I want, somehow that game played along, one way or another. A small example, you could kill everyone in the HQ, but then your stuck there. Since there's no one to hand out missions. But I love these games and appreciate as much as there is. There are an infinite amount of ways to play through these games.
    Im playing Prey for a second time, and its been fun playing with it, it feels like a sandbox going through it again. Feels very mature and intelligent with its designs.. Definitely going back to jump back into Dishonored 2 after I finish it. There's something I want to try with the Sam Rockwell captain of the guard that I haven't tried.
    My dream is to make a game that comes close these titles. Recently Raphael Colantonio was talking about how he'd like more physic based options in his games. I though that was a a very interesting revelation for myself. That I hadn't really thought about with immersive sims before. Physics! Weird west definitely have more of that. But Thinking about that topic alone. Sky is the limit.
    Thankyou for sharing!

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому

      Oh interesting - I wouldn’t have thought that they would force a player who didn’t interact with Martin to go all the way back to him, if they go to the meeting room first. To me it would make much more sense for the drinks scene to just play anyway, or if they really felt like the info from Martin was important, to force the player to interact with him before continuing. I’m sure they had their reasons though.
      Great to hear you liked the video, anyway :)

  • @slushisimcambi2521
    @slushisimcambi2521 Рік тому

    Hello hello. I loved the interior design and furniture from the Dishonored series (especially the apartments in Karnaca).
    What style would you say most closely aligns with that furniture (I.e. mid-cent modern, Victorian, modern, etc.) or is it a combination of two particular styles? If I hypothetically won the lottery and wanted to deck out my own apartment like my favorite video game.

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому +1

      Hmm I wasn’t on the art team,so I’m not the best person to ask. A quick google suggests that there are similarities to Baroque stuff from the 17th century, but ultimately I think it was always meant to be unique to Dishonored, too. A balance between being original, yet grounded in reality, etc

  • @paladindanse81
    @paladindanse81 Рік тому

    Did u work on redfall?

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому

      Nah, I left Arkane relatively soon after Dishonored 2 shipped, and moved back to the UK

    • @paladindanse81
      @paladindanse81 Рік тому

      ​@@stevelee_gamedevIt's really sad seeing arcane, a studio respected by both the industry and gamers, destroy its own reputation. Wonder what happened in the studio.

  • @DCGMatthew1
    @DCGMatthew1 Рік тому

    Alrighty. Quite epic.

  • @mileshodge3477
    @mileshodge3477 Рік тому

    Cool. Do you have advice for designing 3D side scrollers?

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому

      Hmm I’ve never worked on one so nothing that springs to mind - but what kind of things do you struggle with, or would like to hear about?

  • @mike_wake
    @mike_wake Рік тому

    Huh, that scene with overseers at the end - I’ve never seen it! For me, it was always the sick overseer asking to kill him before he turns into a weeper. Pretty similar to the scene you showed from Dishonored 2.
    Maybe it depends on the chaos level or some other parameters?
    Anyway, great video! Your insights are always interesting.

    • @stevelee_gamedev
      @stevelee_gamedev  Рік тому +2

      Yeah someone else commented on this too, and I think you're right! Must be a chaos thing. On second thoughts, maybe I did see the low chaos version back in the day, and that was the more direct inspiration for my scene in the Dust District, ha

    • @meathelix
      @meathelix Рік тому +1

      @@stevelee_gamedev It was based on chaos. It's a tricky one since the thresholds for chaos are so tight in a level that early.

  • @aliyuksek9597
    @aliyuksek9597 Рік тому

    Hello sir, why is Dishonored 3 not made? I love the Dishonored

  • @j4cob436
    @j4cob436 Рік тому

    Great YT channel!

  • @meathelix
    @meathelix Рік тому

    🖤🖤

  • @muzboz
    @muzboz Рік тому

    Great stuff, thanks Steve. :D

  • @Lee.Willcox
    @Lee.Willcox Рік тому

    Dishonoured, I love it. First play through I was a little scared and went on a killing spree. Second play through I have all the achievements. Stealth is what I love the most. Play through 3, I went investigating because I new it all. Love it. Dishonoured 2 not so much I am sorry to say. But I did try. I should go back to it.

    • @Lee.Willcox
      @Lee.Willcox Рік тому

      I am not saying I don't like D2 I just wasn't very good at it. I will definitely replay it at some point. I am watching Asylum Productions playing at this very time. The Clockwork Mansion was brilliant ! I have warned him lol. I nailed it the first playthrough but on the second I failed terribly.

  • @gingerwhale871
    @gingerwhale871 10 місяців тому

    I thought it was very cool how you managed to preserve the religious cult aspect, but gave the overseers more positive human traits aswell in D2.
    It also fit the narrative! D1 is a revenge thriller and the overseers are a big power in Dunwall. D2 allways seemed more soft and forgiving to me and the overseers have a way less secure standibg in Karnaca and are forced to form a tight bond anongst wach other.

  • @vele5270
    @vele5270 Рік тому +1

    Unexpected things happen but it works well, so players can play very freely without any burden