18 articles in this category
A short technical article that compares the frame rate cost of cheap vs. expensive assets in Source engine optimization.
A short technical article that aims at comparing the frame rate of func_detail vs. displacement in the context of the Source engine and the repercussion on their usage in maps.
In this 3-part Level Design series, we’ll learn about Naughty Dog’s choices to design the intro levels of The Last of Us, using narrative design, level and tutorial design and characters as exposition tools to drive their fearful adventure forward. This analysis is intended for level design students and aficionados alike.
It was originally given in a class at game design school Supinfogame in October 2014. Spoilers ahead — I strongly recommend that newcomers to the game play as they read this analysis.
For any additional questions or to discuss this further, feel free to contact me through LinkedIn.