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So You Want to be a Level Designer - An Introduction to Level Design in Video Games - Extra Credits




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Название :  So You Want to be a Level Designer - An Introduction to Level Design in Video Games - Extra Credits
Продолжительность :   8.48
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Описание So You Want to be a Level Designer - An Introduction to Level Design in Video Games - Extra Credits



Коментарии So You Want to be a Level Designer - An Introduction to Level Design in Video Games - Extra Credits



WyntrHeart
Poor brutalism, always written of as "the scary/gloomy architecture" The point of brutalism is that it feels big and powerful, this can be used to create an oppressive feeling, but with the right design and lighting brutalism can also have a sense of monumental glory to it that can be awe-inspiring and beautiful
Comment from : WyntrHeart


Enter My Dreams Visuals - Brian Lowe
Great video!
Comment from : Enter My Dreams Visuals - Brian Lowe


Boy99
I remember watching "so you want to be a game designer" while in high school Ten years later Im able to work as a full time level designer at Larian Studios Love my job Glad you guys are still out there inspiring people
Comment from : Boy99


buddyroach
was that mario music in the intro?
Comment from : buddyroach


SanninNero
what do i need to study for level designing in college though?
Comment from : SanninNero


IdaDood
This is a cool history videobr(its in the full Extra History playlist lol)
Comment from : IdaDood


L L
Your drawing style is very cute, and the level design explanation is really good with your animation
Comment from : L L


Kurt Leathers
4:24 - my dad works in the upper-left building
Comment from : Kurt Leathers


Revierie
My years of experience in map editors would come in handy with a job about level design
Comment from : Revierie


CAIR
Woah woah woah, wait a moment What do you have against Brutalism? I am not gonna stand here hearing someone underappreciate such a brutal architecture
Comment from : CAIR


Candied Skull
As someone who literally just became a level designer on two smaller modding projects, and could still use some tips, this video is perfect
Comment from : Candied Skull


jonn mace
A video with actual game development substance
Comment from : jonn mace


Colin Zinngrabe
Me, a GM:brWRITE THAT DOWN
Comment from : Colin Zinngrabe


Marcel Block
These are good ideas for a dungeon master too
Comment from : Marcel Block


davedaddy101
Thanks for going back to the basics The last couple of years a lot of your videos have become too specific This video reminded me of why I love extra credit so much
Comment from : davedaddy101


Wesley Foxx
I wonder if those legendary patrons will ever stop squatting in those slots and let other people have them some day
Comment from : Wesley Foxx


JustAnotherGuy
Love the feeling of thinking that we all watch Extra Credits to one day make our dream game, keep up the great work guys :DD
Comment from : JustAnotherGuy


Heroesflorian
Appreciate the little detail of reading the legendary patreon supporters in opposite alphabetic order this time
Comment from : Heroesflorian


OrisOsiris
i played World of Warcraft some 10 years ago (or more?), and the level designs that were breathtaking to me were: Nagrand (with its wide expanses of grassland and floating isles), the Pine forest in Grizzly Hills, and the mushroom grove of Zangarmarsh
Comment from : OrisOsiris


Orestes Zoupanos
0:44 Thanks Max Thax
Comment from : Orestes Zoupanos


[Archive]
I feel kinda sorry for that level designer
Comment from : [Archive]


postblitz
Even better 101 for level design: play games!brbrIf you want to make a game like X, play a ton of X and think about the levels as you play them Write down the what ifs and you've got yourself into level design
Comment from : postblitz


Robert Dascoli
That cyberpunk developer credit had a lot more juice 2 years ago huh
Comment from : Robert Dascoli


Xernnu The Madlad
I wanna kiss extracredits-drawn link
Comment from : Xernnu The Madlad


David Beaumont
I certainly appreciate the games which use well placed "shinies" to subtly draw the user's eye to important details God of War is great for that and clearly shows an enormous amount of care was taken with the level design Having a "fly on the wall" developer diary which shows the iterations of level design would be amazing (there's some of that in the Horizon: Zero Dawn documentary showing Meridian in its earlier stages and talking about what didn't work well)
Comment from : David Beaumont


Kingmink
Wasn't the division a core topic of your bad design video ?
Comment from : Kingmink


Riff Family
[|87
Comment from : Riff Family


Kolton Rasmussen
Mood boards? Can we get a future episode on that, please?
Comment from : Kolton Rasmussen


Bleriiks
Great video, I've studied game design for 4 years and fell in love with Level Design, so this video was a great incite into the level design world from Max!
Comment from : Bleriiks


orangeboi 33
This is a great video and i hope you profundize on it more! Im a beggining level designer and i would love to see a series covering all the more profound aspects of level desing
Comment from : orangeboi 33


IkkiVille
Honestly, Middle Earth feels more grounded than New York City
Comment from : IkkiVille


mario marin
walks a few steps, chomps, repeat
Comment from : mario marin


kira8675309
Narrator: Max Pierce senior level designer onbrMe: Ohhhh this could be interestingbrNarrator:*Cyberpunk 2077* and *The Division*brbrMe: instantly backs out of video
Comment from : kira8675309


Gary Le
4:24 Ah yes, nothing invokes more dread than a brutalist university library at the end of a term
Comment from : Gary Le


Dalsiran
Oh yay, they got a level designer to help write for them!brOh It's the level designer behind Cyberpunk And The division Ah yes, such memorable levels
Comment from : Dalsiran


Deni fnaf
When will he talk about subnautica?
Comment from : Deni fnaf


Ryan Murray
If you want to create realities from your imagination become a game master
Comment from : Ryan Murray


Gathering Party
We need to see coverage of the other levels of durlags tower There's so much there left to explore and compare to other games
Comment from : Gathering Party


LunarBullet
I literally said this is irresistible to watch, love game design and related videos!
Comment from : LunarBullet


Doctor Noob
I make some multiplayer maps for games (as a modder) And all the maps of mine that people like the most are the simpler maps without to much complex things that are the most popular
Comment from : Doctor Noob


Sean Shivers
Do i like brutalism because "dread" feels like home hmmm
Comment from : Sean Shivers


Placeholder channel Name
as soon as i heard the division and cyberpunk 2077 this video lost all credibility in my eyes
Comment from : Placeholder channel Name


Def The Ocelot
I think I'll pass The Division was a microtransaction shitshow and I don't want to hear anything that the creators have to say
Comment from : Def The Ocelot


SuperFlamethrower
Has anyone here ever opened a level editor (many games come with them) and saw that blank canvas and had no idea what to do? I'm no game designer The level editor for Pharaoh actually had notes on how to design levels, along with its editor
Comment from : SuperFlamethrower


Post Apocalyptic News Radio
PANR has tuned in
Comment from : Post Apocalyptic News Radio


AndroKing
You guys should make a video about Rain World, its quite a lot different from all other games
Comment from : AndroKing


Nassry Bendeck
This a great 👍 I love what this is about
Comment from : Nassry Bendeck


Warren LeMay
One thing I loved about the world of Myst was the unique environments/levels of the worlds in the games, and the heavy use of Art Nouveau-inspired architecture, and Steampunk-inspired machines and technology
Comment from : Warren LeMay


Fish in a Barrel
Ah yes one of the people that gave us the flawless and perfect game that is Cyberpunk 2077 is clearly someone to be trusted on the matter of teaching level design Oh is that yet another hotfix patch?
Comment from : Fish in a Barrel


Morgan
I think it's funny that the guest for "clear and straightforward level design" worked on The Division, a game that my friends and I had to stop playing after getting lost over and over
Comment from : Morgan


Ryu D
Thank you for the video
Comment from : Ryu D


-
So… Step 1: watch Worldbuilding Notes and Artifexian
Comment from : -


DuranManX
I wonder how you would incorporate level design in a 2D fighting game Would that just environmental background?
Comment from : DuranManX


Ornhammer
Don't forget about Kojima and his Legos
Comment from : Ornhammer


Kal Taron
IMHO Dark Souls one has one of the best level design ever esp when it comes to connecting different levelsbrRecently GRIS was also quite impressive
Comment from : Kal Taron


cocacraesh
I thougth this video would have been called "Level Design 1-1" instead of 101 :(
Comment from : cocacraesh


Rachel Evans
You had to get a guy who worked on division 🤢🤢🤢
Comment from : Rachel Evans


Thobi Emperor
as one who want's to go into world design and more this is super helpful thank you
Comment from : Thobi Emperor


Licanius
I just started my associates in Simulation and Game Development! I'm so excited, I hope I get to do some level design!
Comment from : Licanius


NightOwl
as a game design student, this is on point!
Comment from : NightOwl


Cliff Cardi
Are we at the Extra Credits 10th anniversary yet?
Comment from : Cliff Cardi


Silver John
The problem with level design in a lot of the newer games is that it tends to be done by people who've all taken this kind of advice in their Game Design classes at university It's all very refined, well polished and provides a seamless pleasant experience I'm not a fan The game's that have this game school style are popular with corporate financiers because it's a formula they can understand and even quantify But does it really give you any reason to play it over another game from the same school of thought?brbrBy comparison there's an old first gen MMORPG called Everquest In it's current form it's taken a lot of the lessons from the "school taught" brand of game design but, when it launched, it was a glorious mess It had over 10 starting cities and locations for the different races and factions If you chose the wrong class you could even be kill on sight to a lot of the npcs in your own home town They had hostile level 30 mobs randomly spawn in zones were you'd level from 1-10 and even at low levels they'd have zones like the Qeynos Aqueducts which were literal mazes that you could explore for days and still not find all the hidden corners and secret walls brbrSo it's not something a modern corporate financed game that's trying not to challenge, excuse me, "overwhelm" a new player would ever let a dev do but it's probably something that should be done if you want your game to stand out from the pack Take chances, get messy and make a game not a product
Comment from : Silver John


The_Nuke
Make as many water and ice levels as you can
Comment from : The_Nuke


Tim Rørstrøm
You need to careful with your scripts; the transition to the 'Max recommends' part really sounded like a 'now we're done with the video, here comes the advert' transition, to the extent that I almost skipped half the video (because really, who doesn't skip sponsors?)
Comment from : Tim Rørstrøm


HugoBDesigner
I know you guys have covered puzzle design a lot in the past, but as a not-so-fresh puzzle designer myself, I find that level design is one of the key differences between a fun puzzle and a frustrating one Puzzles don't exist in a vacuum: they're not just "the catch" or "the solution", they're all about creating an environment in which the player is presented with a problem and a set of tools to overcome it In my early puzzle design endeavors, I was almost dismissive of level design in favor of outlandish and unexpected puzzles But over the years, I learned a number of techniques and methodologies to ensure that puzzle-solving is above all fun to the player, and that they never tap out of a challenge because of frustration, or because they can't understand what's going onbrbrI've lost count of how many puzzles of mine had to be reshuffled, redesigned, or abandoned altogether, not because the core ideas didn't work, but because the level design wasn't clear and concise enough for the player to read the level and identify the goals We have to consider the geometry of the level, the placement of lights and effects, the relationship between colors and symbols and their associations, etc A good puzzle will never hide its pieces, only how it clicks And ensuring that a player can never say "I didn't know I could do that" or "I wasn't aware this was here" or "I was missing this" is extraordinarily challenging! And that's not even taking into account the visuals, or ensuring that the level is foolproofbrbrAll in all, this was a great introductory video, and I hope you guys follow through with more level design essays and lessons :)
Comment from : HugoBDesigner


Adam Boyd
I'm like 90 sure one of those pictures of brutalist structure is from Seattle, and 60 sure it was taken by someone attending PAX
Comment from : Adam Boyd


timdoesleveldesign
Awesome to see Max on this! Can recommend the Level Design Lobby podcast to anyone interested in level design and for getting glimpses into the industry :)
Comment from : timdoesleveldesign


malaize
Did you accidentally write 1-1 rather than 101 on the thumbnail?
Comment from : malaize


Tim Skovbølle Holst
Aha how fun Max wrote the two book I ordered 2½ months ago and still have not received
Comment from : Tim Skovbølle Holst


Shawn Heatherly
A bad level design will ruin even the best of gameplay
Comment from : Shawn Heatherly


Georgia Kouri
Very nice
Comment from : Georgia Kouri


shroder
Lily's Garden: bWrite that down, write that down!/b
Comment from : shroder


FoxWagen
As an architect this is very familiar, but at the same time a really nice insight
Comment from : FoxWagen


Akram Safirul
My personal favorites are definitely the level design of Darksouls and Monster Hunter World Just the level of detail and the intricate intertwined design that links one area to the other so seamlessly
Comment from : Akram Safirul


Vamuse
Me- Wrapping up my level design portfolio after 6 weeks of self taught workbrAlso Me- Goes on YouTubebrStill Me- fuck
Comment from : Vamuse


Alexois the stupid
I like to say level designers not only design levels but they also create memories
Comment from : Alexois the stupid


Taylor Skaalrud
On that last fundamental:brAs an experienced gamer, I tend to be metaconscious of guide markers Knowing that going off the beaten path is often the means to getting the hidden treasures/loot/collectibles/Easter eggs/etc Whenever I see a light source or something attention grabby, I'm torn whether to follow it or not I'd like to hear some follow up on how level designers tackle this issue of (mis)guiding players away from some things and towards others
Comment from : Taylor Skaalrud


Crimson Presents
Didn’t both games that the guest writer worked on do poorly?
Comment from : Crimson Presents


Dennis Marinos
Dms : i am watching
Comment from : Dennis Marinos


Oleksa Symotiuk
Heck yeah! That's a kind of episode that we have been waiting for a long time!
Comment from : Oleksa Symotiuk


//
Fun fact : "from whence" is redundant But that's fine, you're still my favourite video game channel :)
Comment from : //


Dragons Off-Meta Gaming
I think minecraft is overly looked game for designers even if they have no coding experience You can go creative for speed designing, or if you can work harder in survival to leave achievements enabled Spawn proofing the entire playable area and creating a mob sorter sound like monumental task but it's very easy if you start with a small area and slowly expand
Comment from : Dragons Off-Meta Gaming


John Healer
Thank god for you guys, I'm running a Dnd game Friday and this is going to help me pump out a dungeon
Comment from : John Healer


Shadow Singularity
Yay
Comment from : Shadow Singularity


Diskus
How did it take almost 10 years for you to make this video?
Comment from : Diskus


geo_chronic209
I can't imagine how tough it is to design areas and scenery to incorporate so many different aspects like story and gameplay mechanics and movement options Like that seems monumental of a task already
Comment from : geo_chronic209


waiz
Ok
Comment from : waiz


Erik Rodrigues
I missed that kind of content
Comment from : Erik Rodrigues


Roy Guerrero
Hey extra credit do doom
Comment from : Roy Guerrero


Aidan McGrath
First level is the most important level of any game
Comment from : Aidan McGrath


Vengeance
We're early yay
Comment from : Vengeance


crump2011
Hrm Hrmmm 😀
Comment from : crump2011



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