Thanks to all of you have sent me a personal message about how many of you are enjoying
#Cyberpunk2077
still aspects that need fixing but the love from you all as a
#gamedev
has been beautiful and hope you enjoy the
#leveldesign
Holly sh** the reviews are coming out for
#Cyberpunk2077
and I am very excited and very choked up right now, this is the impact we as
#gamedev
crave thank you to my teammates
@CDPROJEKTRED
for all the hard worked they put in and to my
#leveldesign
team who I learned a lot from
In
#leveldesign
we have a term called 'The Gap' which is short for The Gap Between Expectation And Results' as the player will take the path of least resistance. So as
#gamedev
we add in challenges that alter/extend their path. As you see in this example (1/2)
For those worrying about when making
#leveldesign
projects but do not have mechanics, you can use simple prototypes to get your vision across. In my
#GodOfWarRagnaroek
I do not have climbing in my character but I use a simple teleportation to show a quick transition
#gamedev
It’s finally arrived! The launch of my first
#leveldesign
#book
Ebook -
Physical Book -
I really do hope you all like it and find it useful for your
#gamedev
journey thank you all for the support and I’m very grateful
#game
a little
#leveldesign
#tip
when creating combat encounters for your levels make sure to provide 'loops' these allow players to not be trapped or caught or pushed in any corner, allows for movement in your layout
#gamedev
#gamedesign
A funny thing with
#leveldesign
is how you might start your view point on paper and then how it turns out when you get in engine with your
#gameart
team. Don’t underestimate the power of a breathtaking view, with its wow and pacing impact
#gamedev
#FFVII
#gamedesign
We are almost there!
#leveldesign
#book
is almost complete! This week I will announce the release date for all you lovey
#gamedevelopers
#gamedev
thank you everyone for the support you have given, with either voting on the cover or just asking more about the book, excited for it
There is not much (Or maybe I have missed it, if i have please send links) when it comes to talk about OpenWorld
#leveldesign
Here is a map of
#Cyberpunk2077
of the locations I worked on. It takes a whole lot of people to design these incredible worlds
#gamedev
A
#leveldesign
#tip
before starting to block out make sure you establish your metrics. It helps you build better flowing spaces. Make sure the differences between your cover and paths is noticeable so players can visibly see
#gamedesign
#gamedev
#indiedev
When crafting
#leveldesign
for
#stealth
encounters, you can make players feel at a disadvantage by giving them the low ground. But offering choice for the player helps them feel more in control/ready to adapt
#lastofus2
#gamedesign
#gamedev
Started
#Starwars
FallenOrder and wow this opening level
#leveldesign
is so well done! The atmosphere, colour coding and the amount of traversal it teaches you is incredible. Grat job to all
@Respawn
I’m very happy to announce that I am now a Principal Mission Designer
#gamedev
(contractor) I was hit by these waves redundancy in the
#games
industry but happy to work with a great new team and learn from them
#gamedesign
#leveldesign
When creating your
#leveldesign
metrics are important. Generally (Not a rule) one floor is 4m high, especially for TP as we need to consider the camera being included for the height as well as the player themselves. We can change these to play with players emotions
#gamedesign
A great deal of
#leveldesign
-ers taking part in
#Blocktober
I wanted to share Metrics & how important it is to get right for your games. It takes time & multiple different tests to find the best ones, but here are some I created when contracting
#gamedev
#UE5
When having multiple choices (doors) and you want to lead players to a specific one, try angling your props to the door 🚪 you want players to enter. These can lead the eyes of the player
#gamedev
#leveldesign
#gamedesign
#tips
#levelup
A nice way to start the day, over 6k followers. Thank you all very much for following and to all
#gamedev
I hope I have provided some useful insights and more coming. Thank you all
#leveldesign
A little
#leveldesign
#combat
tip if you are wanting to make the player feel weak & powerless/making the goal to 'overcome' the challenge. Then placing enemies at a higher starting point can emote those feelings.
#gamedev
#unity3d
#QuestionTime
A great tool for
#leveldesign
is to colour code to communicate with other disciplines as what the intent of design is. In this project I designed a tool which allowed LDs to use 1 block but communicate:
Orange - Cover
Green - Climable
Yellow - Wall Run
A
#leveldesign
#tip
how they use shape theory to make player make a choice
[ ] = a stable view/window of where players should go next that it is out of the safe space
O = A softer shape on the right showing that this space is still in a safe area
#gamedesign
#gamedev
This is such a crazy feeling right now, I can not wait for you all to play
#Cyberpunk2077
and I hope you enjoy the great work from the whole team!
#leveldesign
A
#leveldesign
#tips
to help direct player is by adding props on the side you don’t want players to go the other side seems more pen. The curve the props to lead players eye to the correct turning
#gamedesign
#gamedev
#indiedev
Exciting times
#gamedev
my latest
#book
'Let's Design: Exploration' is almost done and will be available in physical and Ebook format soon! Thanks to all who have helped me in reviewing the book, really appreciate it. Hope it will inspire future
#leveldesign
-ers too.
This is just crazy to see and something I couldn’t even imagine while working on this game.
#gamedev
I hope all who are playing
#cyberpunk
enjoy it as the team worked super hard and hope you all love the
#leveldesign
as I’m super proud of some areas
Cyberpunk 2077 just passed the ALL TIME Steam Peak Concurrent Players for The Witcher 3
Cyberpunk: 104,827
The Witcher 3 (all time peak): 103,329
Absolutely nuts. Nearly 2 years after launch Cyberpunk has more people playing it right now on Steam than The Witcher 3 has ever had
A
#leveldesign
#tip
make sure you gather as many references as you can, as it is easy to think (In this case) 'Warehouse' and pick a generic look. Yet there are so many different
#architecture
styles that will make your layout pop
#gamedev
#gamedesign
Some small progress has been made on my personal
#leveldesign
project as I have almost finished the documentation
#gamedesign
a
#tip
is to make sure your documentation is visually engaging and not just a wall of text
#gamedev
#gameart
I love this picture as there is some
#leveldesign
#tips
hidden. When showing objective (gold circle) make sure player’s have a clear view (green lines archways for framing) and that the path is not direct (blue arrow)
#gamedesign
#gamedev
#indiedev
Took way longer than expected
#leveldesign
put the first part of the level has been Blockedout. Happy with the pacing and duration. Now on to scripting this area
#GodOfWar
#gamedev
A
#leveldesign
#tip
make sure the cover is readable so player has
1) options
2) understanding of what is cover
3) a clear path to the next
All helps players feel smart as they flank enemies and coordinate an attack.
#gamedesign
#gamedev
#indiedev
What impresses me most about
#Cyberpunk
is that the “dungeons” (dance clubs, hotels, sleazy bars) have many ways to approach and complete the objective, yet they look as good as on-rails games.
I liked this mission by
@MaxPears
and I would love to see the blockout of it one day
first pass of the
#blockout
of my
#leveldesign
is done. This for me is getting the basic shapes and sense of space. Next I will start to move cover/declutter it. Then start replacing blocks with more contextual items & add enemies
Ps never forget the bathroom
#gamedesign
A
#leveldesign
#tips
is when giving a player a decision point so they can get a lay of the land. Hide some information from players by obstructing the view. It will increase tension and make players want to explore.
#gamedesign
#gamedev
#indiedev
@Ketrin_and_Ali
@PaweSasko
@shial11
This is so badass!! How long did it take to make if you don't mind me asking? Really amazing job you should be proud of this.
A great representation of
#leveldesign
as we have the golden path double the size of the side path & no distraction but on the smaller path we have all these trees for the scenic route.
#nature
made me chuckle when I saw it.
#gamedev
#gamedesign
Very happy, that my
#leveldesign
for section 01 of
#GodofWarRagnarok
is finished, and playable! I still have two more sections left to make to complete the overall level, but I am getting closer
#UE5
#Gamedev
Did some small tweaks to an old
#leveldesign
tip with stealth - when players have snuck past an enemy they will forget about them so make sure your level/patrol does get the player spotted after they snuck past a guard.
#gamedev
#gamedesign
#unity3d
#unity
A
#leveldesign
#tip
to help encourage exploration and mental mapping. Tease loot/collectible behind an area a player can’t reach so when they progress they know they have (in my example, turn right) at some point to go to the loot
#gamedesign
#gamedev
#indiedev
#games
If you are trying to pull the player in a certain direction try opening up your layout (turn on the left) a gradual reveal feels safer and has more space to bring players in
#leveldesign
#gamedesign
#gamedev
#architecture
A little
#leveldesign
tip for all who are doing great work for
#Blocktober
is to make sure to work on your composition, and clearly highlight that of routes/opening/goals so when the player explores your level they know what options/goals are ahead
#gamedev
#PhantomLiberty
With
#PhantomLiberty
launched just want to congratulate all my former colleagues on what they have achieved and happy I got to play a small role in making it. Incredible feeling to see all the love it has been receiving
#gamedev
#leveldesign
I love this
#leveldesign
composition with all the negative space of the sky, how the landmark is round while foreground objects are square and then the funnel layout to guide players
#game
#gameart
#gamedesign
A
#leveldesign
#tip
to help players build a mental map is to have a view of the same space from a different angle and use a local landmark (the lights in this case) and for me the fact you see your previous spot shows progress
#gamedev
#gamedesign
#MadeWithUnity
#Unity