In this three-part miniseries we explore untold techniques and tricks being used in Level Design. To kick things off in this episode we look at boundaries, what types there are and for what purpose they are used for in video games.
QUESTIONNAIRE:
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SOCIAL MEDIA:
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RESOURCES:
Tom Pugh's Level Design Tips and Tricks article:
https://www.gamasutra.com/blogs/TomPu...
John Romero's Interview with GameSpy:
https://tinyurl.com/y26rexup
VIDEO CHAPTERS:
00:00 - Introduction
01:28 - Boundaries
01:58 - Solid Boundaries
04:19 - Soft Boundaries
07:20 - Invisible Boundaries
09:00 - Conclusion
GAMEOGRAPHY: (In order of appearance)
Journey (Thatgamescompany, 2012)
Super Mario Bros (Nintendo, 1985)
Grand Theft Auto 5 (Rockstar Games, 2013)
Doom (id Software. 1993)
Marvel's Spider-man (Insomniac Games, 2018)
Sonic Mania (Sega, 2017)
Spyro Reignited Trilogy (Toys for Bob, 2018)
Hitman 2 (Interactive Entertainment, 2018)
Resident Evil 2 (Capcom, 2019)
Call of Duty Remastered (Infinity Ward, 2016)
Gears of War 2 (Epic Games, 2008)
Assassin's Creed: Brotherhood (Ubisoft, 2010)
Horizon Zero Dawn (Guerrilla Games, 2017)
Firewatch (Campo Santo, 2016)
Resident Evil 3 (Capcom, 2020)
MediEvil (Other Ocean Emeryville, 2019)
Batman Arkham City (Rocksteady Studios, 2011)
Jak and Daxter: The Precursor Legacy (Naughty Dog, 2001)
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!