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Showing results for tags 'objects'.
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About Reaching Perfection Missed Chapter 20? Read it here: Safe Spawning Intro There’s a word that is always thrown around when talking about great maps. What is that word you say? My friend... that word is“balance”. Is your map “balanced”? How do you go about answering that? How do you weigh your map? Well typically you measure the map by comparing all of the advantages throughout it to ensure there is a balance of advantages no matter where you are. What do we call advantages again? OH YEAH! Incentives... Weighing the un-weighable So here’
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- advantage
- radius of effect
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In this article, Toby Gard introduces the fundamentals behind the design of story-driven levels. While consideration of the gameplay is axiomatic to any successful level design, the inclusion of story elements - characters, objects, pacing, emotional tone, and narrative theme, to name a few - adds a whole new dimension to the process, specifically in the form of cross-team collaboration. Artists, composers, writers, coders, designers all have a hand in the design process, a little bit like the making of a film. Of course, anyone who has worked collaboratively knows that this type of situat
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- game pillars
- experiential set pieces
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