In a video game, space available to the player in completing an objective
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What if a cozy puzzle game could generate $80K/day — with 89% of that from ads? Dreamy Room is the breakout hit you didn't see coming. It's not Royal Match. It's not hypercasual. It's deterministic puzzling at its finest — and it's scaling fast.We break down why Dreamy Room is crushing downloads, how its simple-but-hard core loop drives ad revenue at scale, and why it's one of the most innovative ultra-casual games of 2025.
Mes chers camarades, bien le bonjour !En voyant des photos ou même en vous baladant dans les rues de Carcassonne, n'avez-vous jamais eu envie de vous y promener au Moyen Âge ? Eh bien justement, le partenaire de cet entretien, Excurio, a récemment produit une expérience en réalité virtuelle permettant de parcourir la cité au début du 14e siècle, dans les pas d'un jeune seigneur du nord de la France : Les Derniers Remparts, Carcassonne 1304 ! C'est chouette, parce qu'une telle expérience peut poser plein de questions historiques, autour de la réalité de l'intrigue bien sûr, mais aussi de plein d'autres éléments, comme l'architecture, les vêtements, les métiers… Bref, il y a de quoi dire ! Et justement, j'ai eu le plaisir de recevoir dans un nouvel entretien historique Ludovic Marguerie, qui a été co-auteur et lead designer durant la réalisation de cette expédition immersive. Alors comment ça s'est passé dans les coulisses, et comment ont-ils travaillé avec des historiens ? C'est ce que je vous propose de découvrir aujourd'hui, alors bonne écoute sur Nota Bene !➤ Pour en savoir plus sur l'expédition immersive :➜ Jetez un œil au site d'Excurio : https://www.excurio.com/les-derniers-remparts/➜ Et à celui du Centre des Monuments Nationaux : https://www.monuments-nationaux.fr/innovation/projets-innovants/les-derniers-remparts-carcassonne-1304➤ Et pour avoir quelques images des coulisses : https://youtu.be/L3DW-vsGZqM
Shadow Drop! Bethesda hat mit Oblivion Remastered eine aufgehübschte Neuauflage seines Fantasy-RPG-Klassikers von 2006 veröffentlicht.Sony und Sucker Punch präsentieren spannende Infos zu Ghost of Yotei. Der neue Trailer verrät sowohl mehr über die Geschichte als auch das Release-Datum.Split-Screen-Koop-Action vom Allerfeinsten: Ist Split Fiction sogar besser als It Takes Two?Und: Sea of Thieves im Weltall? Die Ex-Blizzard-Entwickler von Moonshot Games präsentieren ihren Sci-Fi-PvPvE-Shooter Wildgate.Viel Spaß beim Hören!Pixelburg Savegame auf Instagram, Threads und YouTubeDominik Ollmann auf Instagram und ThreadsRené Deutschmann auf Instagram und Threads (00:00) - In dieser Folge... (00:59) - Erfahrungen mit Monster Hunter (04:13) - Split Fiction: Koop-Erfahrungen und Gameplay (09:54) - Die Story von Split Fiction und ihre Charaktere (18:54) - Ethik und Publishing in Split Fiction (20:45) - Kooperative Gameplay-Mechaniken und Genrewechsel (22:37) - Abwechslungsreiche Levelgestaltung und kreative Side-Stories (24:18) - Länge der Missionen und Spielerfahrung (27:37) - Rücksetzpunkte und Kooperationsmechaniken (31:23) - Steuerung und Gameplay-Feedback (35:28) - Online-Spielerfahrung und Cross-Plattform-Funktionalität (39:59) - Vergleich der Spiele von Dream Haze Light (43:25) - It Takes Two vs. Split Fiction (48:40) - Die Rückkehr zur Koop-Spiele-Liebe (49:00) - Oblivion Remaster oder Remake? (59:57) - Die Preisgestaltung und Plattformen für Oblivion (01:03:30) - Die Welt von Oblivion und Skyrim (01:04:12) - Ghost of Tsushima und der Nachfolger (01:06:24) - Die Geschichte von Ghost of Yotay (01:08:10) - Gameplay-Mechaniken und neue Waffen (01:09:55) - Vorbestellungen und Editionen von Ghost of Yotay (01:13:28) - Wildgate: Ein neues Spiel von Moonshot Games
Tomb Raider Gold (ou "Version Longue" en français) est une édition réunissant "Unfinished Business" et "Shadow of the Cat", les deux extensions du premier Tomb Raider ! Grâce à la sortie du remastered de février 2024, ces deux nouvelles aventures ont connu un regain de popularité. Mais que valent-elles exactement ? Sont-elles indispensables pour tous les fans de la franchise ? C'est ce que nous allons voir ! » SOMMAIRE (00:00:00) Introduction (00:05:42) Développement : Phil Campbell (00:18:53) Développement : La création de l'extension (00:35:15) Développement : Sortie et succès (00:42:12) Extensions : Y a-t-il une histoire ? (00:46:16) Shadow of the Cat : Scénario, Level Design et Art (01:05:13) Unfinished Business : Lore, Level Design, Art (01:23:14) Sound Design et Musique (01:25:13) Conclusion
End of last year I launched the Level Design Kit, so I want to walk through the process of making the kit, markting & profit made. Follow for the process of making Level Design. For more LD Info join the Mailing List: https://bit.ly/4eNPm8X ----------------------------- Game Dev Heroes ------------------------------ Vote for me - https://bit.ly/3E4Oa4L ---------------------------- - Let's Design Books ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ---------------------------------- Level Design Kit ---------------------------------- Purchase now: https://bit.ly/4gYaJ9d ----------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com Twitter: https://x.com/MaxPears Bluesky: https://bit.ly/42HX9Tt
Silent Hill 2 n'est pas seulement le remake d'un des jeux les plus cultes de tous les temps... c'est aussi le grand retour d'une saga en stase depuis plus de dix ans ! Et pour ce comeback, on peut dire que Konami et Bloober ont frappé fort. Personne ne s'attendait à un jeu aussi réussi que celui-ci ! Au point qu'on peut légitimement se poser la question suivante : est-il meilleur que le jeu de 2001 ? » SOMMAIRE (00:00:00) Introduction (00:07:15) Développement : L'Histoire de Bloober Team (00:21:38) Développement : Le retour de Silent Hill (00:30:15) Développement : Refaire un jeu culte (00:39:57) Développement : Promotion et Publication du jeu (00:50:44) Scénario : La même histoire, de nos jours (00:57:12) Différences Original/Remake : Horreur, Émotion et Level Design (02:07:14) Scénario : Partie SPOILERS (02:41:20) Scénario : Cinématiques et doublage (03:00:41) Game Design : L'horreur modernisée (03:17:11) Gameplay : Combats et Énigmes (03:43:25) Direction Artistique (03:51:48) Direction Technique (04:01:35) Sound Design (04:05:02) Musique (04:14:16) Conclusion
It may be April's fools, but there are no fools here! Let us go through some incredible resources by other amazing devs! Wanting to learn more, please join my mailing list: https://bit.ly/4eNPm8X -------------------------------------- GameDevHeroes ------------------------------------- Please vote for me: https://bit.ly/3E4Oa4L -------------------------------------- Resources -------------------------------------- Andrew Chambers: https://youtu.be/ixnKbtvCNZY?feature=shared 7months of gamedev https://www.youtube.com/watch?v=L6H34ox6Q4M&ab_channel=Challacade Greenheart Necromancer: https://www.gamedeveloper.com/design/greenheart-necromancer-reinvents-the-idle-game-shows-how-to-rethink-predatory-mechanics Doom: The Dark Ages: https://www.gamedeveloper.com/design/doom-the-dark-ages-development-details-shine-light-on-the-state-of-modern-triple-a-production ------------------------------ Let's Design Books ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ---------------------------------- Level Design Kit ---------------------------------- Purchase now: https://bit.ly/4gYaJ9d ----------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com Twitter: https://x.com/MaxPears Bluesky: https://bsky.app/profile/maxpears.bsk...
In this special episode, four of us sit down in Austin Texas to discuss the State of Civil Engineering, Infrastructure, entrepreneurship and the future of the A&E career. We also take a deep dive into Scott's career and the origins of Level Engineering & Architecture, as well as Level Design Partners.Scott Zurn (Founder and CEO of Level Engineering & Level Design Partners) observed some serious issues in his profession. His peers were dissatisfied and things started heading in the wrong direction.In 2015, Scott Zurn founded Level Engineering, a national firm of independent design professionals collaborating and ensuring that our built world is positively impacting the planet we live on. Level Engineering & Architecture aims to create a new level of entrepreneurial success for designers while simultaneously creating designs that contribute to a thriving planet.The idea for Level Engineering didn't come to fruition without the extensive experience he had in the engineering and public works sector. Scott has worked as the Public Works Director for the City of Estes Park, Civil Engineer for the City of Longmont, and a Project manager for the City of Thornton. In 2013, Scott was named the Transportation Professional of the Year by ITE. He was also designated as a Public Works Leadership Fellow by the American Public Works Association (APWA). He has secured and managed 100s of millions of federal grants and grant-funded NEPA studies and transportation projects. He earned the ENR Best Project of 09, for a 300-acre Brownfield Redevelopment including $250 million dollars in infrastructure bridges and 650,000 sf of retail development.We're also joined by Peter Modica, P.E. (Structural Engineer in Austin, Texas) who joined Level in 2024 and Andrew Dominguez (Entrepreneur and Growth Strategist) to extract unique perspectives of Scott's story and paint a picture of the future.Some of what we discuss includes:Interstates, pollution and the state of infrastructurePolitical impactLeaning into technologyGoing out on your own as an EngineerHow Scott got the idea for Level and how he proved it could work110k salary director level (after 30 year career) to making $450k on his ownStarting and building a new business model in A&EThe Human ConvenienceFor Benefit business modelWhy Peter (PE) joined LevelStamping for the first time (and the stress that can come with it)Being connected to the work + mentorshipMarketinghttps://levelengineering.com/about-scott-zurnConnect with us: The Level Design Podcast is a podcast for Architects and Engineers who want to thrive in this industry by creating more freedom, fulfillment and financial security.Dive deeper, fill out the form, and our leadership team will personally connect with you, address your questions and explore reclaiming your professional independence.www.levelengineering.com
Né du studio fraîchement créé par Jeppe Carlsen, l'un des créateurs de Limbo et Inside, Cocoon transpire de la même intelligence de Level Design. Il ne se passe pas un instant sans qu'on s'émerveille. Dans cette vidéo, on vous explique en quoi il est immanquable ! » SOMMAIRE (00:00:00) Introduction (00:04:24) Développement : Le nouveau studio de Jeppe Carlsen (00:17:05) Développement de Cocoon (00:26:00) Scénario : Narration (00:33:51) Scénario : L'intention d'un réalisateur (00:41:48) Game Design : Un jeu d'énigme à 1 bouton (00:50:55) Énigmes et difficulté (01:17:01) Direction Artistique (01:24:02) Musique (01:32:18) Conclusion
Standing out in a crowded space can be hard, I want to talk about tips I have seen by others to make great looking & eye catching portfolios which I want to share with all of you. Wanting to learn more, please join my mailing list: https://bit.ly/4eNPm8X -------------------------------------- GameDevHeroes ------------------------------------- Please vote for me: https://gamedevheroes.co/nominations-2025/ -------------------------------------- Let's Design Books ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ---------------------------------- Level Design Kit ---------------------------------- Purchase now: https://bit.ly/4gYaJ9d ----------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com Twitter: https://x.com/MaxPears Bluesky: https://bsky.app/profile/maxpears.bsky.social
Au Coin du Checkpoint se penche sur L'Évolution des Open Worlds : De leurs origines à aujourd'hui
Valves debut spill Half-Life skulle virkelig endre skytespillsjangeren. Plutselig var det en historiefortelling midt i all skytingen. Og hva er greia med den mystiske G-man? Vi har fått med oss Aksel Bjerke for å finne svaret! Les mer om episoden/spillet hos spillhistorie.no Støtt oss gjerne på Patreon. Følg oss gjerne på Bluesky, Twitter, Facebook, og Podchaser. (00:00) Intro (00:55) Velkommen til cd SPILL (04:47) Kommentarer fra forrige episode (11:18) Dagens spill: Half-Life (16:04) Hva går spillet ut på? (20:47) Tech Specs (25:56) Hvordan vi opplevde grafikken (27:57) Hva skjer i spillet? (33:23) Et glimt inn i Xen (34:37) Mange forskere og folk å prate med (35:20) Brekkjern! (36:57) Ulike våpen (37:34) Glock 17 (9mm Pistol) (37:50) Colt Python (.357 Magnum Revolver) (39:28) MP5 (Submachine Gun) (40:09) SPAS-12 (Assault Shotgun) (41:38) Black Mesa Crossbow (Tranquilizer Gun) (42:51) HECU RPG (44:34) Tau Cannon ( XVL1456 / Gauss Gun) (46:01) Gluon Gun (46:37) Hivehand (47:48) Snark (48:53) Spoilers Hva skjer i resten av spillet? (53:39) Gonarch (54:34) The Nihilanth (The Alien Controller) (55:15) Musikken (57:25) Hvordan spille dette idag? (59:17) Leveldesign (01:01:28) Stiger! (01:02:13) Litt flere minner (01:03:39) Expansions (01:06:15) Smell AI (01:08:13) Kommentarer fra sosiale medier (01:14:26) Har det holdt seg? (01:17:30) Finnes det noe tilsvarende idag? (01:18:43) Litt om Valve (01:21:34) Et tips fra Sigve (01:26:32) Neste episode Chapters, images & show notes powered by vizzy.fm.
Kaum zu glauben aber wahr, Bloodborne feiert am 25. März 2025 sein 10. Jubiläum! Anlass genug, uns heute zusammen mit @paschabelgames in aller Ausführlichkeit mit der Faszination und den Stärken (und Schwächen) des (immer noch) PlayStation 4 exklusiven Games zu beschäftigen. Wir werfen außerdem einen Blick auf die Entwicklung und Zusammenarbeit zwischen From Software und PlayStation Studio Japan und tauchen in den kreativen Schaffensprozess von Hidetaka Miyazakis ab. Willkommen in Yharnam!► Power On! - Das Gaming Magazin - Kanäle ○ YouTube: @Poweroncast ○ Podcast: https://open.spotify.com/show/6AnWLW8ibynoTKVqx6dF5Z?si=ea8efea73eb94bd3&nd=1&dlsi=ed4ca3448e8f464c ○ Twitter: / @poweroncast ○ TikTok: / @poweroncast ○ Webseite / www.Poweroncast.de ► Credits: ○ Titelsong „Jump 'n Fun“ / Composed & Produced by: Timo Jäger ○ Podcast Logo by / Anita Wan► Timestamps: Entstehung von Project Beast - 0:00 Willkommen in Yharnam (Spieleinstieg) - 12:53 Combat, Waffen & Ausrüstung (Spielgefühl) - 23:16 Der Horror von Bloodborne (Lore, Wahnsinn & Musik) - 39:14 Leveldesign, Geheimnisse & Magic Moments - 53:30 Chalice Dungeons - 1:11:52 Bosse, Implikationen & The Old Hunters - 1:17:45 NPCs, Quests & Traum des Jägers - 1:44:17 Das Erbe von Bloodborne: Rezeption und Remake - 1:52:22 Bloodbornes und From Softwares Zukunft - 2:02:09
Andre is joined by Thrak again to polish off the BioShock trilogy with the final entry, BioShock Infinite. A source of controversy upon its release, but has time changed its message? We dive into the characters, events, and the depictions of racism presented to us in this wile ride. Thanks for listening! This episode contains discussion of racial slurs that were said and not said in the dialogue. Don't say we didn't warn you! This is part of a three-part series covering the BioShock trilogy. If you haven't heard the first two parts yet, you can hear our discussion on BioShock here, and our discussion on BioShock 2 here. Hear Thrak on The 3DO Experience right here Fine Time on Bluesky: @fineti.me Andre on Bluesky: @pizzadinosaur.fineti.me [00:00] Spoiler Warning and Content Warning [01:43] Intro and Production History [06:22] Overall Thoughts and What We Knew Beforehand [12:18] Beginning and Early Moments [27:22] The Common Gamer's Perspective [31:52] Action, Gunplay, and Level Design [39:54] More Racism! [49:48] Elizabeth [54:13] Even More Racism! [01:06:51] The Racism Exhibit [01:10:50] The Resistance [01:23:34] Later Moments and Overall Thoughts [01:32:59] Ending [01:42:47] Burial At Sea DLC [01:52:39] Bye!
March is here, so we are kicking off with a great list of incredible resources for you to checkout & grow from! Wanting to learn more, please join my mailing list: https://bit.ly/4eNPm8X -------------------------------------- GameDevHeroes ------------------------------------- Please vote for me: https://gamedevheroes.co/nominations-2025/ -------------------------------------- Resources -------------------------------------- Aiming System: https://www.gamedeveloper.com/design/how-to-create-a-fair-auto-aiming-system-in-a-robot-shooter- Mechanics for TableTop RPG: https://youtu.be/6sXdCKd0XdE?feature=shared 9 Risks for Horro Development: https://www.gamedeveloper.com/business/gnarly-content-9-risks-for-horror-game-development Demystifying Creativity: https://youtu.be/rNM-2UFovYk?feature=shared Dying Light 2: https://www.gamedeveloper.com/production/deep-dive-harnessing-the-power-of-player-feedback-with-dying-light-2 ------------------------------ Let's Design Books ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ---------------------------------- Level Design Kit ---------------------------------- Purchase now: https://bit.ly/4gYaJ9d ----------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com Twitter: https://x.com/MaxPears Bluesky: https://bsky.app/profile/maxpears.bsky.social
I am still very early in my leadership role, but want to discuss what I have learned and what the role of a lead actually is! I hope you enjoy hearing what I have to say. Subscribe to my News Letterfor More LD Goodness: https://bit.ly/4eNPm8X ------------------------------ Level Design Products ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS Level Design Kit: https://bit.ly/4gYaJ9d ---------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com Twitter: https://x.com/MaxPears Bluesky: https://bit.ly/42HX9Tt
Start of Feb, so let us kick it off with more great resources for us to all grow & learn from! Wanting to learn more, please join my mailing list: https://bit.ly/4eNPm8X ----------------------------------------- Resources ----------------------------------------~ Preproduction Blueprint Book - https://www.worldofleveldesign.com/store/preproductionblueprint.php Thomas Brush Podcast - https://youtu.be/Sb-6Yk5zS8w?feature=shared Parasite Storyboards - https://www.amazon.co.uk/Parasite-Storyboards-Bong-Joon-Ho/dp/1538753251 (For video footage if you need https://youtu.be/JE26E4IM_-g?feature=shared ) 9 Months as a solo dev - https://youtu.be/L9JUAZcMsgg?feature=shared Create your own Meta Human https://youtu.be/7lAWhk_aVvc?feature=shared ------------------------------ Let's Design Books ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ---------------------------------- Level Design Kit ---------------------------------- Purchase now: https://bit.ly/4gYaJ9d ----------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com Twitter: https://x.com/MaxPears Bluesky: https://bsky.app/profile/maxpears.bsk... #games #gamedev #leveldesign #podcast
More great updates are here for the Level Design Kit: https://fab.com/s/1a71419591fc as I share the latest changes and why this is a great tool kit for all level designers to pick up Join the mailing list: https://skilled-composer-1309.kit.com/8f93fd3883 #podcast #gamesdev #leveldesign
It is no secret that our industry is going through a difficult time, and so much is and has changed that I wanted to share some of my thoughts on what has changed and what to keep your eyes open for. Join the mailing list: https://bit.ly/4eNPm8X---------------------------------- Level Design Products ---------------------------------- EBooks Physical Books Level Design Kit ---------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com Twitter: https://x.com/MaxPears Bluesky: https://bsky.app/profile/maxpears.bsk...
In dieser Episode tauchen Johannes und Marco in die Welt von Donkey Kong Country Returns HD ein, das nun erstmals für die Nintendo Switch erhältlich ist. Gemeinsam werfen sie einen Blick auf die Geschichte des Spiels, das ursprünglich 2010 für die Wii erschien und später auf dem Nintendo 3DS erweitert wurde. Wie schlägt sich die HD-Version auf der Switch? Ist sie ein würdiges Remaster oder bleibt sie hinter den Erwartungen zurück? Themen der Folge: Leveldesign & Gameplay: Warum das Spiel bis heute als eines der besten 2D-Jump'n'Runs gilt. Schwierigkeitsgrad: Wie der „Moderne Modus“ neuen Spielern den Einstieg erleichtert, ohne den typischen „Biss“ der Reihe zu verlieren. Technische Umsetzung: Schärfere Grafik, solide Performance – aber sind Ladezeiten und fehlende Neuerungen ein Problem? Extras & Inhalte: Von Sammelgegenständen bis hin zu neuen Leveln – wie viel Spielzeit bietet das Remaster? Für wen lohnt sich der Kauf? Schaut außerdem auf www.pixelpolygoneplauderei.de vorbei und hinterlasst uns ein paar liebe, kritische oder lustige Worte. Wenn euch die Episode gefallen hat, sagt es uns in den Kommentaren, bei Discord https://discord.gg/QEZWjVy6Wt, und Instagram https://www.instagram.com/pixel_polygone_plauderei/ oder hinterlasst eine Bewertung bei iTunes & Spotify. Wir freuen uns über jedes Feedback.
Happy New year all! It is graet to be back in 2025 with some awesome new resources which I have found over the Xmas break. If you are looking to get back into the learning then check these out. Join the mailing list: https://skilled-composer-1309.kit.com/b1a408e208 ----------------------------------------------------- Resources ----------------------------------------------------- Resource 01: https://youtu.be/e54VbphftBM?feature=shared Resource 02: https://youtu.be/AXztnEVv_m8?feature=shared Resource 03: https://fab.com/s/1a71419591fc Resource 04: https://youtu.be/4zGVjpwrfYY?feature=shared Resource 05: https://youtu.be/DLY38_vJ0hc?feature=shared ---------------------------------------- Let's Design Books ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com Twitter: https://x.com/MaxPears Bluesky: https://bsky.app/profile/maxpears.bsky.social #games #gamedev #leveldesign #podcast
In this episode, Greg sits down with Jack Burrows, a level designer at NetEase, to explore the art, science, and philosophy behind video game level design. They discuss how developers balance player experience with creative ambition, the importance of time management and willpower, and how great design tells a story without words. Jack shares personal insights on motivation, creative process, and the emotional impact of level design, drawing on examples from Bioshock, Skyrim, and Metroid Prime 2: Echoes. Packed with practical advice and industry reflections, this episode is a masterclass for aspiring game designers and anyone curious about how the "sausage is made" in the world of video game development.Key Moments & Takeaways1. The Developer's Dilemma: Playing Games as a Player vs. Developer (00:00:00 - 00:01:24) Insight: Developers struggle to enjoy games like regular players because they see the flaws in design. Jack's View: While it's hard to "turn off" the developer brain, it's a crucial skill to cultivate empathy for players and understand their experience. Memorable Line: "If we're going to make games for players, we have to play games as a player so that you know the expectations that you would have if you were sitting there with a brand new game."2. Time Management and Discipline (00:01:44 - 00:03:02) Challenge: Balancing personal ambition with responsibilities and fatigue. Example: Jack praises Thaddeus and Cliff Schult, two developers who inspire him with their time management skills, balancing family, work, and passion projects. Takeaway: Willpower is finite, and daily responsibilities drain it. Small wins, like logging accomplishments or tracking time, can help stay motivated. Memorable Line: "Willpower is a resource that you have to spend day to day."3. The Role of Ambition in Level Design (00:12:26 - 00:17:07) Definition: Ambition in design means taking familiar ideas and pushing them further. Example: Metroid Prime 2: Echoes built on Metroid Prime by adding a dark, toxic alternate dimension, challenging players with a new, more dangerous world. Takeaway: Ambition is about taking something known and making it feel fresh. Jack explains how ambition fuels his desire to present original games on a big stage one day. Memorable Line: "How do I make it greater? How do I spin this on its head?"4. How Great Level Design Tells a Story (00:47:57 - 00:51:04) Insight: Level design can tell a story through environment, atmosphere, and visuals alone — no dialogue needed. Example: Bioshock tells its story visually with decaying luxury, Art Deco styles, and objects like broken picket signs and syringes on the ground. Takeaway: Great level design marries "the human and the understood" with "the unbelievable" to create memorable, immersive experiences. Memorable Line: "What was once glorious and posh and clean is now desolate and decaying... purely through the emotion, through the lighting, through the tone."
Ein weiteres Mal setzen wir uns zusammen, um über all die wichtigen Themen des Lebens zu sprechen: Wie schmeckt das dieswöchige belgische Bier? Wie schützt man am besten den eigenen Handel und ändern Chinesische Unique Techs etwas an der Optik von Wällen? Sind Rathas zu stark oder sterben sie gegen Skirms? Nachdem wir all das beantwortet haben, bleibt auch noch etwas Zeit, in der Christian von seinen Abenteuern in Path of Exile 2 berichten und Felix sich darüber auslassen kann, wieso ihn Ghostrunner 2 trotz der großen Begeisterung für den ersten Teil so gar nicht zu überzeugen vermag. Der Frust über Motorräder und komisches Leveldesign geht dabei so weit, dass wir ganz die abschließende Bier-Bewertung vergessen haben! Aber keine Sorge, Christian lässt mitteilen, es ist eine 4/10. Wer sich über die Großartigkeit des ersten Ghostrunner Teils näher informieren möchte, dem sei unsere Reihe im alten Podcast-Archiv empfohlen: https://www.youtube.com/watch?v=LJOFfspmDkU&list=PLxPmZNjwayuTqFK24QlbnYvxOQNcsAsW3 Viel Spaß beim Hören Christian & Felix Ihr möchtet mehr Folgen hören und gleichzeitig unser Projekt unterstützen? Dann geht das hier: steadyhq.com/de/startthegamealready/ Homepage: www.startthegamealready.de Discord: discord.com/invite/SYp9dCXYsK Timecodes: 00:00 Getränke 05:38 Fortified Wall 20:06 Garrison Qualifier 32:42 Path of Exile 2 45:57 Ghostrunner 2 Musik: Joey Jojo vom offiziellen AoE II: DE OST. This content was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II, and it is not endorsed by or affiliated with Microsoft.
We delve into the gaming industry, focusing on the recent launch of Royal Kingdom, a sequel to Royal Match. We discuss the game's performance, monetization strategies, and the competitive landscape, comparing it to its predecessor. The conversation also touches on financial insights regarding Dream Games, the company behind these titles, and the evolving game mechanics that cater to a specific audience. Jakub emphasizes the significance of level design and the need for continuous innovation to maintain player interest and maximize monetization. The discussion also touches on user acquisition strategies and the evolving landscape of game marketing, highlighting the role of creative trends in attracting players. Ready to transform your game from a hybrid to a hybrid business? Enter the SuperHybrid competition from December 2nd to January 30th for a chance to scale your game with epic publishing support from Supersonic full team of experts, up to $10K monthly while you iterate, $30K in bonuses when you hit milestones - and even more ways to win! Plus, they're non-recoupable. Don't miss out. Submit your game Now! Register here: https://supersonic.com/superhybrid/ This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric Youtube: https://youtu.be/tRt3Y0g7dAY Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg Chapters 00:00 Epic intro 01:24 Introduction to the Gaming Landscape 02:37 Royal Kingdom's Launch and Performance 07:50 Comparative Analysis: Royal Kingdom vs. Royal Match 13:09 Financial Insights and Company Strategy 15:35 Game Mechanics and Player Experience 25:50 Target Audience and Market Positioning 27:11 Game Mechanics and Strategies 32:47 Retention and Player Engagement 34:41 Level Design and Game Innovation 39:10 User Acquisition and Marketing Strategies 45:39 Creative Trends in Game Advertising --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant https://lancaric.me Felix Braberg Ad monetization consultant https://www.felixbraberg.com Jakub Remiar Game design consultant https://www.linkedin.com/in/jakubremiar --------------------------------------- Takeaways Royal Kingdom has seen explosive growth. The game features a traditional global launch strategy with significant marketing efforts. Royal Match has become the leading puzzle game, surpassing Candy Crush. Royal Kingdom's daily downloads are impressive, maintaining around 80k post-launch. The UK market is expensive but crucial for monetization in mobile games. Royal Kingdom presents a challenging gameplay experience, with increased difficulty levels. The target demographic for these games skews towards older audiences, particularly those 35 and above. Game mechanics play a crucial role in player engagement. --------------------------------------- Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it! Hit the Subscribe button on YouTube, Spotify, and Apple! Please share feedback and comments - matej@lancaric.me --------------------------------------- If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric Latest article - https://open.substack.com/pub/lancaric/p/match-3d-ua-playbook-real-data-inside?r=7qqaf&utm_campaign=post&utm_medium=web&showWelcomeOnShare=true
AWS S3: A low level design look
The boys give their full spoiler review of Alan Wake 2. Recorded 11/11/2024. AI Chapters 00:00 Gaming Experiences and Recent Titles 01:57 Diving into Alan Wake 2: Initial Impressions 07:45 Critique of Alan Wake 2: Gameplay and Combat 13:51 Exploring the Narrative and Atmosphere of Alan Wake 2 21:46 Initial Impressions and Boss Encounters 24:23 Level Design and Navigation Challenges 26:31 Frustrations with the Studio Environment 31:01 Combat Mechanics and Gameplay Experiences 35:13 Narrative and Meta Elements 42:24 Medium of Experience: Game vs. TV Series 54:12 Creativity and Sound Design in Gameplay 57:06 Exploring Remedy's Narrative Complexity 58:07 Character Dynamics and Gameplay Mechanics 59:16 The Impact of Character Interactions 01:01:15 The Role of Zany Characters in Storytelling 01:03:12 Frustrations with Gameplay vs. Narrative 01:05:56 DLC Insights and Future Directions 01:07:23 The True Ending and Its Implications 01:10:04 Cinematic Influences and Personal Experiences 01:14:11 Final Ratings and Reflections on the Game
Part 2 with Sam Carter. As well as one of the brains behind Capstone, Sam is also on board with us, working on level design for Storror Parkour Pro. (Apologies again for the jarring flashing black screen throughout. We have a dodgy cable that needs replacing.) Instagrams - @scartah YouTube - https://www.youtube.com/@CAPST1 The podcast videos are now publicly available on a separate Storror Podcast channel. The PPP, especially, is far better with video, as many clips and images are added. Watch on YouTube - https://www.youtube.com/@storrorpodcast
New month, new ways to level up! I have collected more resources for us to enjoy & learn from so I hope you enjoy! ----------------------------------------------------- Resources ----------------------------------------------------- Giving Effective Feedback Book: https://store.hbr.org/product/giving-effective-feedback-hbr-20-minute-manager-series/13999 99% Invisible City: https://99percentinvisible.org/book/ Unifying Vision: https://youtu.be/s13k_V6UV8Y?si=FV304Uj__H7_Z2Pd Silent Hill 2 Remake Design choices: https://www.gamedeveloper.com/design/fog-of-woe-what-the-silent-hill-2-remake-gets-right-about-immersing-players-in-its-world Deep Dive: Narrative of Slay the Princess: https://www.gamedeveloper.com/design/deep-dive-player-centered-narrative-design-in-slay-the-princess ---------------------------------------- Let's Design Books ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com Twitter: https://twitter.com/MaxPears
Happy Halloween All, I am very excited to talk about that of a horror game which released at the start of 2024 & what to take away from it. Silent Hill: A Short Message is not the perfect horror game, but has some great ideas which I was really impressed with. So let us sit down and discuss them. ----------------------------- Let's Design Books ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com Twitter: https://x.com/MaxPears
In this session, we delve into the success of Lion Studios' mobile game, Hexasort, discussing its gameplay mechanics, user engagement, and innovative ad monetization strategies. We explore how the game has evolved since its launch, its addictive nature, and its impact on the gaming market. The discussion also includes comparisons with other games and predictions for Hexasort's future in the competitive landscape of mobile gaming. Discussing innovative gameplay mechanics and ad integration strategies of the game Hexasort. We discuss how user experience is enhanced through clever segmentation and the impact of these strategies on revenue generation. This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric Youtube: https://youtu.be/LPMT0DvKxd4 Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2o1689ww5-6xo82AVLQQI~IwHKvtps8Q Agenda 00:00 Epic Intro 01:20 The Rise of Hexasort 03:00 Gameplay Mechanics and User Experience 07:00 Monetization Strategies and Engagement 12:01 Innovations in Gameplay and Ad Integration 16:42 Unlocking Game Mechanics 19:40 Level Design and Difficulty 21:01 Game Performance and Optimization 22:52 Ad Monetization Strategies 30:51 Innovative Ad Units and Revenue Generation 37:03 Estimating Ad Revenue and User Engagement 40:14 Analyzing Retention Strategies and Ad Lengths 43:54 Exploring User Acquisition Strategies 50:14 Evaluating Profitability and User Metrics 54:01 Scoring the Game's Performance and Innovations --------------------------------------- Matej Lancaric User Acquisition & Creatives Consultant https://lancaric.me Felix Braberg Ad monetization consultant https://www.felixbraberg.com Jakub Remiar Game design consultant https://www.linkedin.com/in/jakubremiar --------------------------------------- Takeaways Hexasort has become a significant player in mobile gaming. The game is highly addictive. Gameplay mechanics are designed for long sessions and strategic thinking. Ad monetization strategies are innovative and effective. The game has seen substantial growth in user engagement and revenue. Hexasort has set a new standard for hybrid-casual games. The game has inspired numerous clones and competitors in the market. Future trends indicate continued success for Hexasort and similar games. The integration of ads into gameplay can enhance user experience. User segmentation based on acquisition source is a game-changer. Hexasort generates significant daily revenue through innovative ad strategies. The design of levels supports seamless ad breaks without penalties. The game has a strong organic traffic presence due to effective ASO. Ad performance can significantly impact overall game revenue. --------------------------------------- Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it! Hit the Subscribe button on YouTube, Spotify, and Apple! Please share feedback and comments - matej@lancaric.me --------------------------------------- If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric Latest article - https://open.substack.com/pub/lancaric/p/match-3d-ua-playbook-real-data-inside?r=7qqaf&utm_campaign=post&utm_medium=web&showWelcomeOnShare=true Do you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
In this episode of Couch Co-op, hosts Matt, Jack, and David Plummer discuss their recent gaming experiences, focusing on Astro Bot and Ender Lilies. They explore the mechanics of Metroidvania games, the impact of haptic feedback in Astro Bot, and the various power-ups that enhance gameplay. The conversation delves into the design of different galaxies within Astro Bot, the challenges presented by boss fights, and the unique mechanics of exclusive levels. The hosts share their thoughts on the game's overall design and their personal experiences with the challenges it presents. In this conversation, the hosts delve into the nuances of Astro Bot, discussing its role as a potential mascot for PlayStation, the emotional connections players form with characters, and the game's design elements. They explore the significance of nostalgia in gaming, the impact of the soundtrack, and the potential for future Astro Bot titles. The conversation culminates in a discussion about the game's final boss and overall ratings, highlighting the strengths and weaknesses of the title. Recorded 10/14/2024. AI Generated Sound Bites "I think Astro is the new face for Sony." "This game is a celebration of gaming." AI Generated Chapters 00:40 Introduction to Couch Co-op and Recent Games 00:49 Exploring Ender Lilies and Metroidvania Mechanics 08:15 David's Experience with Balutro and Alan Wake 11:02 Astro Bot: A Bright and Fun Game Experience 12:04 New Chapter 13:50 Game Mechanics and Controller Feedback in Astro Bot 16:20 Power-Ups and Unique Abilities in Astro Bot 19:16 Galaxy Exploration: Gorilla Nebula and Feather Cluster 43:38 Boss Mechanics and Gameplay Challenges 44:38 Level Design and Exploration Dynamics 46:24 Unique Level Features and Mechanics 48:10 Tribute Levels and Their Impact 48:46 Underwater Levels and Environmental Design 53:07 Exclusive Levels and Their Unique Mechanics 57:01 Boss Fights and Cinematic Experiences 01:02:22 Challenge Missions and Player Experience 01:08:10 Astro as a PlayStation Mascot 01:15:05 Game of the Year Contender Discussion 01:22:25 2024: A Down Year for Gaming 01:23:39 The Celebration of Gaming IPs 01:25:54 Mastering Hub Worlds in Gaming 01:30:14 Nostalgia and Abandoned Franchises 01:35:36 The Role of Music in Gaming 01:38:00 Future of Astro Bot and Potential IPs 01:43:16 Final Boss and Gameplay Reflections 01:48:13 Ratings and Final Thoughts
Some incredible new resources out there for us all to learn from, so I wanted to share ones that I have enjoyed from the last month: --------------------------------- Resources --------------------------------- Training Designers - https://www.gamedeveloper.com/design/training-the-game-designers-of-tomorrow-part-1-of-5- Level Design Course - https://youtu.be/ce4yNfn7GAc?si=eb_rEIga_JPtWTbf Power Progression In Games - https://www.gamedeveloper.com/design/power-progression-in-games-crafting-rewarding-player-experiences Allan Wake 2, Saga Anderson: https://www.gamedeveloper.com/design/why-remedy-entertainment-went-all-in-on-saga-anderson-in-i-alan-wake-2-i- Survival Guide for Devs: https://www.youtube.com/watch?v=Sx_IWZHcqUA&ab_channel=GDC QA Career Path: https://www.youtube.com/watch?v=Ohp-aEEupBg&ab_channel=GDC ----------------------------- Let's Design Books ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com Twitter: https://twitter.com/MaxPears
Myself & Jonny Wilson (Snr Level Designer) present our talk, as we discuss the challenges of contracting in Level Design & how we can quickly adapt per project. While also talking about how to best speed up/communicate with our own team members with other disciplines. (This is a talk, you can watch it online on the youtube page) ----------------------------- Let's Design Books ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact - Jonny ------------------------------------ Twitter - https://twitter.com/Omnislash92 Email: Jonathonwilson92@gmail.com ----------------------------------- Contact - Me ------------------------------------ Twitter: https://twitter.com/MaxPears Email: leveldesignlobby@gmail.com Website: https://www.maxpears.com/
We talk A LOT about how to improve our skills, which could be through editor, theory & communication. But we can also improve in other ways, by being creative in other ways. In this episode I talk about what I think are some handy & fun ways to improve. ----------------------------- Let's Design Books ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com Twitter: https://x.com/MaxPears
Für Fans des kleinen Roboters Astro geht jetzt ein Traum in Erfüllung: Er bekommt sein erstes Vollpreis-Spiel, das ohne VR spielbar ist und nicht "nur" als Technik-Demo dient. Satte 80 Level, 300 Bots zum Suchen und Sammeln, und eine ganze Wundertüte an kreativen Ideen: Das etwas verwirrend benannte "Astro Bot" ist das umfangreichste Spiel der Reihe. Und man kann durchaus sagen: So viel Nintendo hat noch nie in einem Sony-Spiel gesteckt! Was das Entwicklerteam Team Asobi hier abliefert, spielt in der obersten Liga der 3D-Plattformer und brilliert mit tollem Level Design und Spielgefühl. Während Manu und Micha hellauf begeistert sind, sieht Michi allerdings dann doch ein paar Kritikpunkte. Erfahrt im Cast, welche das sind.
Episode Description: In this episode, we sit down with Jack Burrows, a talented level designer at NetEase Games, who has worked on some of the most iconic titles in the gaming industry, including Call of Duty and Marvel Rivals. Jack shares his journey from a QA Specialist to a lead level designer, offering insights into the complexities of creating immersive game environments. He also discusses the importance of feedback in the creative process and how he navigates the challenges of designing for a diverse range of characters in Marvel Rivals.Key Takeaways: The Journey from QA to Level Designer: Jack discusses his early career challenges and how his determination and passion for game design led him from QA roles to becoming a level designer at Treyarch and eventually at NetEase Games. Flow and Immersion in Level Design: The importance of creating levels that maintain a seamless flow, keeping players fully immersed in the game. Jack explains the process of planning and playtesting to ensure that each element contributes to the overall gameplay experience. Designing for Diverse Characters: Jack shares the unique challenges of designing levels for Marvel Rivals, where he must accommodate a wide range of characters with different movement abilities, ensuring that each level offers something engaging for all players. The Role of Feedback in Game Development: The significance of constructive criticism in the creative process. Jack emphasizes the need for open and honest feedback to foster growth and improvement in game design. Advice for Aspiring Game Designers: Jack offers practical advice for those looking to break into the gaming industry, highlighting the importance of persistence, networking, and continuously honing one's craft.
This show primarily foucses on that of Level and Game design, we have had many guests who are involved with other roles. In this ep we want to talk about how we communicate to one another in other disciplines. Support the channel: https://www.patreon.com/leveldesignlobby ----------------------------- Let's Design Books ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com Twitter: https://twitter.com/MaxPears
A start of a month, only means more materials I recommend for you all to check out! --------------------------------- Resources --------------------------------- Dami Lee - Distrubing Prisons: https://youtu.be/Yfo21u8bf-o?feature=shared Emergent Tokyo: https://amzn.eu/d/8JPSebj Little Kitty Big City: https://www.gamedeveloper.com/design/how-little-kitty-big-city-was-designed-to-steal-hearts-and-fish Keyboard Design: https://youtu.be/FLdCY4pKNV0?feature=shared Shaping Interior Spaces: https://www.whsmith.co.uk/products/shaping-interior-space-bundle-book--studio-access-card-4th-revised-edition/roberto-j-rengel/book/9781501326707.html?gad_source=1&gclid=Cj0KCQjwkdO0BhDxARIsANkNcrdc4F4v59n4aPDvTe6UUTWT_9oI9BFLZyMoF9-Xz68NHczh-q49ioIaAh-dEALw_wcB&gclsrc=aw.ds ----------------------------- Let's Design Books ------------------------------ Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com
In this episode, I have taken a deep dive on of my favourite levels to play when growing up which was stealth levels. I was a huge fan of both MGS & Splinter Cell franchises, now we see some form of stealth in many of our games. So I wish to share some tips which I have learned over my time. ----------------------------- Stealth Resources ---------------------------- Common Stealth Mistakes - https://youtu.be/ysXTQgHP-NY?feature=shared LD for Stealth Games - https://youtu.be/EIgwEZFEsB4?feature=shared ---------------------------- Let's Design Books ----------------------------------- Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Twitter: https://twitter.com/MaxPears Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com -----------------------------------
A month of incredible resources avalible for us to learn from, I share some of my fav over the month: ------------------------------------- Resources ------------------------------------- Research for Caraclismo: https://www.gamedeveloper.com/art/cataclismo-shows-how-devs-can-be-inspired-by-their-home-regions Cyberpunk GDC Talk: https://youtu.be/lXLRd5Kah-I LD of Bloodborne: https://youtu.be/mPHbokODbeM Colour Book: https://store.philamuseum.org/papier-tigre-color-inspiration-book-volume-i/ Fireside Chat: https://youtu.be/UlckHuZQpNo Let's Design Books ----------------------------------- Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Twitter: https://twitter.com/MaxPears Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com -----------------------------------
Design, luxury, and a sprinkle of history... That's what makes Hotel AKA in Alexandria so special. Managing Director of Hotel AKA, Chris Saputo takes us on a tour of his unique property and shares the secrets behind its transformation from a Holiday Inn to a design award-winning masterpiece! He shares insider tips on the "five diamond concept" and the secret to understanding what guests REALLY want. You don't want to miss this! Tune into Ted's Hospitality Minute with Ted Kelly here https://youtu.be/LWL_ubck03Q! #HotelDesign #LuxuryLiving #HistoricalHotels #TravelInspiration #HotelLife #HospitalityInsider
An aspect that is not always spoken about is the fact that during development, time is not always on the team's side. This can be because work is not split evenly, deadlines, holidays, or possibly someone leaving the company. Regardless of the reason you may end up taking over another work, which can be great but also challenging, so let us talk about what we can do once handed ownership. ------------------------------------------ Let's Design Books ----------------------------------- Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Twitter: https://twitter.com/MaxPears Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com -----------------------------------
As we develop games there are multiple stages of processes we go through: - Preproduction - Production - Polish As LDs our role & focus will change to best meet those stages of production. I will talk through what it is that makes a good LD in each of these stages. ------------------------------------------ Let's Design Books ----------------------------------- Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Twitter: https://twitter.com/MaxPears Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com ----------------------------------- #gamedev #leveldesign #podcast #leveldesignlobby
April is upon us, so let us celebrate it with an incredible list of great resources to help us all learn and grow from one another. ---------------------------------- Resources ----------------------------------- Industrial Design Trends: https://youtu.be/Ieg5qv1JYuU?feature=shared Oki Sato Interview: https://youtu.be/c3TPbj2_Xjg?feature=shared LD Comparisons: https://www.gamedeveloper.com/design/level-design-compare-fps-vs-tps-games Immersion In Games: https://open.spotify.com/episode/6ZKEQe1Syp3TjBtRwRfLTy Architect Compares CP vs Starfiel vs StarCitizen: https://youtu.be/sbOFw1NgUj4?feature=shared ----------------------------------- Contact Me ---------------------------------- Twitter: https://twitter.com/MaxPears Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com #gamedev #leveldesign #podcast
Design is not a solo journey but one in which to achieve the best designs possible we work with incredible other devs and disciplines. So we must figure out how to inspire, learn, compromise and design with others. ------------------------------------------ Let's Design Books ----------------------------------- Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Twitter: / maxpears Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com -----------------------------------#gamedev #leveldesign #podcast #leveldesignlobby
What was once one of the most infamous games to never leave Japan, the third installement of the Mana series finally did come to America in 2019, and a remake came in 2020. Good things come to those who wait, but was Trials of Mana worth the time? You bet it was! Andre and Vin talk about every aspect of this incredible game and compare the Super Famicom original to the PlayStation 4 remake! Which one is better? Twitter: @FineTimePodcast Andre: @pizzadinosaur.fineti.me Vin: @lucentai.bsky.social [00:00] Introduction and Premise [05:01] History of Mana: The Journey to Trials [19:27] Game Structure and Comparsions To Secret of Mana [26:25] Reasons We Love Trials of Mana [31:43] Graphical Fidelity, Character Models, and Art Direction [46:20] Level Design, Control, and Quality of Life [01:02:05] Combat [01:17:01] Programming Quirks and Class Changes [01:33:45] Music [01:37:41] Bosses [01:47:07] Remake-Only Additons [01:52:44] Visions of Mana [01:56:37] Bye!
While working on my GoW level I have currently been designing a boss arena. I received some questions on twitter and want to give some advice on how you should and would design. Questions: https://x.com/MaxPears/status/1745015457600471045?s=20 ------------------------------------------ Let's Design Books ----------------------------------- Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Twitter: / maxpears Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com -----------------------------------#gamedev #leveldesign #podcast #leveldesignlobby
Start of the month and here are the recommended resources which I think are very much worth checking out to learn from! ---------------------------------- Resources ----------------------------------- Great Game Designer Book - https://www.amazon.co.uk/Role-Great-Game-Designer-Handbook/dp/1777993202 Return to Monkey Island - https://youtu.be/SdWzlDwxBmQ?feature=shared Graveyard of Features - https://www.gamedeveloper.com/design/the-graveyard-of-features-in-games-when-stuff-that-seemed-promising-just-doesn-t-work Suda 51 Career - https://www.gamedeveloper.com/design/suda51-on-25-years-of-making-strange-masterpieces-at-grasshopper-manufacture IGN Unionise - https://www.gamedeveloper.com/business/ign-workers-are-unionizing-under-newsguild-cwa ----------------------------------- Contact Me ---------------------------------- Twitter: maxpears Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com #gamedev #leveldesign #podcast
In our career, we use a lot of different tools to construct and build our worlds. I wanted to talk about some that have helped in my experience. Each game is different & requires different equipment to improve our work. ---------------------------------- Let's Design Books ----------------------------------- Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Twitter: https://twitter.com/MaxPears Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com ----------------------------------- #gamedev #leveldesign #podcast #leveldesignlobby
It is no secret that we have seen the biggest job losses in the industry. With over 9000 lost in 2023 and currently 6000 in 2024. I sadly was one of these, so I wish to share my experience with you all alongside that which helped me to land jobs as well. ---------------------------------- Let's Design Books ----------------------------------- Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Me ---------------------------------- Twitter: https://twitter.com/MaxPears Website: https://www.maxpears.com/ Email: leveldesignlobby@gmail.com -----------------------------------