haha the monster at the end reminded me of Bruce (shark) from Finding Nemo ![]()
Really cool animation - good job Mike
haha the monster at the end reminded me of Bruce (shark) from Finding Nemo ![]()
Really cool animation - good job Mike
Don't over think
Books tend to make you do that for sure.
Fun can come from many things, personally I design something that I consider fun, then I convince others to invest time to make it “practically” fun ... you can turn a relevantly boring design into something fun given enough time to iterate with solid focus. From my experience designs can and do get clouded with ideas that simply don't merge, it's down to the level designer to understand this and carefully think things through and find a compromise.
Some level designers use other games as leverage to help them, there is nothing wrong with this and it’s common practice but you don’t need to analyze all the in's and out's of the level/game, because the truth is they didn’t really know an till everything came together at the end. You can have all the vision in the world but you're never going to know what the final outcome will be, too many variables.
Be the vision holder of your mission/level, for SP it's the most important thing.
Designers arent smart, programmers are
Anyway level design is mostly about understanding "fun" not being smart.
I never said that you can't learn from books, I said you don't have to which is absolutely true.
omg, dude please try and make something like that in a game engine ![]()
If you don't know about death valley it will be a big inspiration.
[Blocked Image: http://media-cdn.tripadvisor.com/media/photo-s/…eath-valley.jpg]
thats what ppl seemed to say about Avatar, personally I'd get used to the idea of old ideas coming around again and again ... almost nothing else to make now ![]()
magic my good sir! ![]()
Quote from ChimerayDisplay MoreDrawing can be self-taught, level design as well. However... you can get schooled in both subjects and that will probably bring you up to speed much more quickly (at least for drawing it is).
Also... What I'm trying to find in those books is things not to do, I can probably learn it the hard way. But I guess seeing examples and stuff will help me not to make such beginner mistakes.
Offcourse a book alone will not make you a great level designer
But I guess it will avert me from makeing some mistakes and will aid me in adding that something extra to a level.
So... I don't expect to read my way to being a good designer, I just wanna 'fill in the holes' that I might have missed from own experiences
Can it really be that bad to read some advice from an experienced level designer? Don't tell me there's nothing in those books that's gonna help me along the way?
If I'm really wrong about this, feel free to say so
But I'm eager to find out what I've been missing out and could better me in general (or most common tackled problems) about level design.
And that's why I'd want to read a book about level design
Nah you're right, I'm just trying to say you don't need to read books to end up being a professional :] What you end up getting in-game matters the most.
cool stuff, you all look very smart in that picture ![]()
isnt this film awesome? still gota see it ![]()
Why would anyone buy level design books anyway
Basics can and should be learned yourself, the advanced stuff is project/tool dependant
Design is all about practically learning frome experiences, not reading. I'm not suggesting books are useless, for some specific skills it's very useful but don't assume reading your way to being a good designer is the best path.
Quote from ctswinI highly recommend the level design book by Hourences - he's a member here on the forums http://www.hourences.com/book/index.htm
+1
wtf rick where are u? ![]()
yeah BJ u gota join us! or i'll put a massive pin on your chair ;P