This is the development log for my world design for the prototype The Old Ones.
I love Binding of Isaac, but I hate it. Apparently, that is the point – at least that’s what veterans of the game tell me I should feel. BOI brings together a unique blend of fun and frustration, one which make players want to throw their controllers against a screen but keeps players coming back. These properties make BOI a unique case study for looking at level pacing.
This blog post is a brief discussion about the principles of world-building. I am going to be taking a look at 1992’s Star Control II in relation to these principles and how they have been used to inform the creation game worlds.
Research Essay Critique Draft
Portal is one of the iconic games of our generation, eloquent to learn, intuitive to play and yet extraordinarily difficult at times. In this post, I will be examining Portal’s method of teaching the player the core mechanics of the game and how Portal introduces difficulty through level design. This game is an excellent case study to examine how we perhaps went wrong with our own game’s level design and the ways in which we taught players the game’s mechanics.
This is a timelapse of a tutorial I originally created for our artists to show them how to use UE4’s Terrain tool. This was a skill I picked up while working on our 3rd year game prototypes. The Terrain tool allows game developers to quickly and effectively block out playable and decent looking levels. All in all, it was about a days’ worth of work and only required very few assets:
- 4x Titleable textures
- 1x Rock (with 2x different textures/colours)
- 1x Bush
- 1X Grass bunch