Название | : | So You Want to be a Level Designer - An Introduction to Level Design in Video Games - Extra Credits |
Продолжительность | : | 8.48 |
Дата публикации | : | |
Просмотров | : | 165 rb |
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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 |
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Great video! Comment from : Enter My Dreams Visuals - Brian Lowe |
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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 |
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was that mario music in the intro? Comment from : buddyroach |
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what do i need to study for level designing in college though? Comment from : SanninNero |
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This is a cool history videobr(its in the full Extra History playlist lol) Comment from : IdaDood |
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Your drawing style is very cute, and the level design explanation is really good with your animation Comment from : L L |
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4:24 - my dad works in the upper-left building Comment from : Kurt Leathers |
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My years of experience in map editors would come in handy with a job about level design Comment from : Revierie |
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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 |
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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 |
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A video with actual game development substance Comment from : jonn mace |
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Me, a GM:brWRITE THAT DOWN Comment from : Colin Zinngrabe |
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These are good ideas for a dungeon master too Comment from : Marcel Block |
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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 |
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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 |
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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 |
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Appreciate the little detail of reading the legendary patreon supporters in opposite alphabetic order this time Comment from : Heroesflorian |
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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 |
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0:44 Thanks Max Thax Comment from : Orestes Zoupanos |
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I feel kinda sorry for that level designer Comment from : [Archive] |
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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 |
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That cyberpunk developer credit had a lot more juice 2 years ago huh Comment from : Robert Dascoli |
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I wanna kiss extracredits-drawn link Comment from : Xernnu The Madlad |
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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 |
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Wasn't the division a core topic of your bad design video ? Comment from : Kingmink |
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[|87 Comment from : Riff Family |
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Mood boards? Can we get a future episode on that, please? Comment from : Kolton Rasmussen |
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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 |
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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 |
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Honestly, Middle Earth feels more grounded than New York City Comment from : IkkiVille |
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walks a few steps, chomps, repeat Comment from : mario marin |
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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 |
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4:24 Ah yes, nothing invokes more dread than a brutalist university library at the end of a term Comment from : Gary Le |
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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 |
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When will he talk about subnautica? Comment from : Deni fnaf |
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If you want to create realities from your imagination become a game master Comment from : Ryan Murray |
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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 |
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I literally said this is irresistible to watch, love game design and related videos! Comment from : LunarBullet |
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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 |
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Do i like brutalism because "dread" feels like home hmmm Comment from : Sean Shivers |
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as soon as i heard the division and cyberpunk 2077 this video lost all credibility in my eyes Comment from : Placeholder channel Name |
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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 |
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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 |
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PANR has tuned in Comment from : Post Apocalyptic News Radio |
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You guys should make a video about Rain World, its quite a lot different from all other games Comment from : AndroKing |
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This a great 👍 I love what this is about Comment from : Nassry Bendeck |
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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 |
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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 |
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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 |
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Thank you for the video Comment from : Ryu D |
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So… Step 1: watch Worldbuilding Notes and Artifexian Comment from : - |
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I wonder how you would incorporate level design in a 2D fighting game Would that just environmental background? Comment from : DuranManX |
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Don't forget about Kojima and his Legos Comment from : Ornhammer |
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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 |
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I thougth this video would have been called "Level Design 1-1" instead of 101 :( Comment from : cocacraesh |
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You had to get a guy who worked on division 🤢🤢🤢 Comment from : Rachel Evans |
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as one who want's to go into world design and more this is super helpful thank you Comment from : Thobi Emperor |
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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 |
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as a game design student, this is on point! Comment from : NightOwl |
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Are we at the Extra Credits 10th anniversary yet? Comment from : Cliff Cardi |
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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 |
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Make as many water and ice levels as you can Comment from : The_Nuke |
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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 |
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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 |
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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 |
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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 |
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Did you accidentally write 1-1 rather than 101 on the thumbnail? Comment from : malaize |
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Aha how fun Max wrote the two book I ordered 2½ months ago and still have not received Comment from : Tim Skovbølle Holst |
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A bad level design will ruin even the best of gameplay Comment from : Shawn Heatherly |
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Very nice Comment from : Georgia Kouri |
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Lily's Garden: bWrite that down, write that down!/b Comment from : shroder |
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As an architect this is very familiar, but at the same time a really nice insight Comment from : FoxWagen |
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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 |
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Me- Wrapping up my level design portfolio after 6 weeks of self taught workbrAlso Me- Goes on YouTubebrStill Me- fuck Comment from : Vamuse |
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I like to say level designers not only design levels but they also create memories Comment from : Alexois the stupid |
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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 |
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Didn’t both games that the guest writer worked on do poorly? Comment from : Crimson Presents |
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Dms : i am watching Comment from : Dennis Marinos |
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Heck yeah! That's a kind of episode that we have been waiting for a long time! Comment from : Oleksa Symotiuk |
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Fun fact : "from whence" is redundant But that's fine, you're still my favourite video game channel :) Comment from : // |
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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 |
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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 |
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Yay Comment from : Shadow Singularity |
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How did it take almost 10 years for you to make this video? Comment from : Diskus |
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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 |
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Ok Comment from : waiz |
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I missed that kind of content Comment from : Erik Rodrigues |
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Hey extra credit do doom Comment from : Roy Guerrero |
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First level is the most important level of any game Comment from : Aidan McGrath |
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We're early yay Comment from : Vengeance |
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Hrm Hrmmm 😀 Comment from : crump2011 |
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