Jump to content

Search the Community

Showing results for tags 'westin koessel'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • PROJECTS
    • IN PROGRESS PROJECTS
    • RELEASED PROJECTS
  • DESIGN
    • DESIGN DISCUSSION
    • TOOLS & TUTORIALS
    • PORTFOLIOS
  • MISC
    • GAMES DISCUSSION
    • OFF TOPIC
    • SITE SUPPORT & FEEDBACK
    • PREVIOUS COMPETITIONS

Categories

  • Articles
  • NLD Originals
  • News
  • Projects

Blogs

  • NLD Dev Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 5 results

  1. Chapter 1: Hear me out Going as far back as the Halo trilogy, and especially in more modern games like Destiny, the aptly named Modern Warfare, and even Apex Legends, it has been commonplace to refer to all facets of the 'shooting' in one of these games as its gunplay. Which, in and of itself, is fine - vague and generalized word use is very helpful, and allows us to get complicated ideas across quickly when we’re trying to touch on larger points. For that reason, I don’t go around grilling people who don’t use perfectly accurate verbiage at every turn. However, more often than not, when
  2. a Chunk

    Map Feature: MAAR DÚN

    Intro MAAR DÚN was a passion project, and it shows. Two years in the making, the map oozes that special something that you can’t ever quite put your finger on, or put words to. It brings to mind flavors, scents, and maybe a few tingling sensations in forbidden parts of my body (to much information??). I find myself animated into an ancient Wraith City, which is simultaneously dark and beautiful. Set in the gloom of a seemingly floating rock island. There’s the feeling of being abandoned, alone. And then I get shot in the face and come to my senses. There’s a battle at hand, and I
  3. In the first part of his series on 'MAPS', Westin Koessel lays the groundwork for ongoing discussions by starting at the beginning and defining 'Design'. From there he turns his sights on the subject of predeterministic vs passive design - what degree of creativity should a designer allow a player? *Note: This video has been removed by the creator Follow Westin Youtube: https://www.youtube.com/channel/UCwVxACgMT67Zq6CkgCtrCdg Twitter: https://twitter.com/_Xandrith Website: https://westinkoessel.wixsite.com/portfolio
  4. Is a game really just a game? Or is it something more? In this thought provoking video, Westin Koessel explores these questions, sharing his thoughts on the true impact of games, and the accompanying responsibility designers have to make games built upon a foundation of integrity. Follow Westin Youtube: https://www.youtube.com/channel/UCwVxACgMT67Zq6CkgCtrCdg Twitter: https://twitter.com/_Xandrith Website: https://westinkoessel.wixsite.com/portfolio Follow Next Level Design Join the Forum: http://www.nextleveld
  5. Introduction Why was your first time in a Destiny raid remarkably more exciting than your last? Some would cite Destiny's 'feel' juxtaposed with the franchises notoriously shallow systems as the culprit for the dopaminergic delta. Some would hearken back to the good ol' days of Destiny, when raids like the Vault of Glass were apparently just 'better' than they are now. Others might even blame our inevitable disappointment on the games so-called 'overreliance' on repetition. Whatever you think the reason is, I'm here to tell you why I probably disagree. Not just about Des
×
×
  • Create New...