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Showing results for tags 'michael barclay'.
Too “blue”, throw it out, start again. My level creation process is something that is constantly being adapted and tweaked. I wanted to jot down the process I tend to use when building a new level from scratch, and this process is usually the same if it’s in a professional or personal pursuit. For the purposes of this blog, I’ll be using an example of a single player environment in a story driven action game. A few things change between third and first person, but not so much as the below process needs to be completely reconsidered. 1. The Concept Without some kind
Introduction Michael Barclay started off modding in Unreal Tournament and Warcraft 3. He started off as in programming and spcripting, and eventually got into level design with stints at Free Radical Design, Crytek, and Naughty Dog, amongst others. The following are excerpts from an interview that Michael did with 80 Level. Follow the link at the end of this post to read the whole interview.Prototyping Earlier in his career, Michael typically made massive documents and spent a lot of time on level pitches. He moved away from this method over time, finding that others simply didn't have the t