Looking good, great improvement compared to the previous screen. You could try messing around with LOD models but not sure how well this is handled with foliage.
Posts by luque
-
-
Indeed good reads!
What I'm curious about is what makes a good or "fun" encounter?
Ofcourse good and fun are hard to describe in actual facts but I wonder if there are any things in combat design that are needed to make it fun or to make it as fun as possible.
According to the Anathomy of a Combat Zone it must contain:
- - Support for different play-styles
- - Enough space to maneuver
- - Defensive cover having different height, sizes and density
- - Elevation
- - Risk and reward (places that are risky to get to offer a reward in a way like overseeing the whole combat zone)
These tell us what the layout should contain but what about the most important thing for combat design - Designing the actual combat ?
What makes a good encounter A.I. wise? Is it the difference between close- mid- and long range? Or is it the amount of enemies, the speed of the waves or the difficulty?
And the most important thing: What makes an encounter unique? And will your encounter be reminded?
Any thoughts about this would be appreciated

-
Hey all,
haven't been active in posting but read most of the stuff here

I was reading this article the other day from Benson Russell about Uncharted 2 Combat Design and I was wondering if you guys know any other good reads about Combat/Encounter Designs? I've googled around but coulnd't find that much about it.
Thanks!
-
ok thanks for the feedback, I will try and clarify things a bit on the website.
-
Hello everyone,
Im Luuk 21 years old and busy with level design for about 1 year now.
Recently I have finished my portfolio and would like to know what you guys think about it.
Some of the screenshots at the work section are placeholders as I still have to make some new ones of Classified.
Feedback would be appreciated!
Kind regards
Luuk
ps: I've also got a question about showing level designs. Ive checked a lot of the portfolios on this website and all I see are finished nice and shiny screenshots of the levels. But don't recruiters/companies want to know the DESIGN about a level? That means level design docs, layouts, topviews, mockups etc.