In this three-part miniseries we explore untold techniques and tricks being used in Level Design. In this third and final episode we look at signposting in video games, and see how these 'tricks' are being used to guide players, and visually communicate with them about the level's design.
QUESTIONNAIRE:
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RESOURCES:
Tom Pugh's Level Design Tips and Tricks article:
https://www.gamasutra.com/blogs/TomPu...
God of War: Baldur Fight Prototype:
• God of War: Baldur Fight Prototype
VIDEO CHAPTERS:
00:00 - Introduction
00:38 - Signposting
01:26 - Colour Coding
02:27 - Breadcrumbs
04:17 - Lighting
06:18 - Conclusion
GAMEOGRAPHY: (In order of appearance)
Journey (Thatgamescompany, 2012)
Resident Evil 3 (Capcom, 2020)
Batman Arkham City (Rocksteady Studios, 2011)
Uncharted 4: A Thief’s End (Naughty Dog, 2016)
Dead Space (EA, 2008)
Spyro Reignited Trilogy (Toys for Bob, 2018)
Watch Dogs 2 (Ubisoft, 2016)
Mirrors Edge (DICE, 2008)
Jak and Daxter: The Precursor Legacy (Naughty Dog, 2001)
Half Life 2 (Valve Corporation, 2004)
God of war (SIE Santa Monica Studio, 2018)
Sonic Mania (Sega, 2017)
Yooka-Laylee (Playtonic, 2017)
Super Mario Bros (Nintendo, 1985)
Super Mario 64 (Nintendo, 1996)
Crash Bandicoot 4: it's about time (Toys for Bob, 2020)
Pac-Man (Namco, 1980)
Control (Remedy Entertainment, 2019)
ABZÛ (Giant Squid, 2016)
Tomb Raider (Crystal Dynamics, 2013)
Hitman 2 (Interactive Entertainment, 2018)
Marvel's Spider-man (Insomniac Games, 2018)
Resident Evil 2 (Capcom, 2019)
Horizon Zero Dawn (Guerrilla Games, 2017)
REFERENCES:
Unreal Engine 4 (Epic Games, 2014)
Skyfall (Columba Pictures, 2012)
CREDITS:
Intro Music (Creative Minds) by Bensounds
https://www.bensound.com/royalty-free...
Main Music (Electronic Ambient Loop) by Tyops
https://freesound.org/people/tyops/so...
Thanks for watching!