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Posts by Joshiraptor

  • Josh Broughton - Junior Level Designer

    • Joshiraptor
    • January 26, 2017 at 10:58 PM

    Was about to say it works for me but checked the actual link and its my view of the profile not public. D'oh! Thanks man!

  • Case Study: Dark Souls 3's Tutorial & Attempts At Increasing Accessibility

    • Joshiraptor
    • January 26, 2017 at 10:55 PM

    No worries, was really interesting. That's a good point, thinking of the heavier enemies later on. Speaking of that maybe not in the third game, but in the first at least I feel like the increase in CB difficulty prepares you in a way for the ultimate test - That damn pair of great bow knights in Anor Londo. In the third I got the impression it was more a throwback to the first, but it was quite successfully expanded on, and gave a bit more context for why they were defending that area. Nice bit of story tie-in to what could have been just using players nostalgia. The only other one I would say that you get a view of is the greatwood, but that's more of a distant view of it - the player would probably guess the big thing sat in the corner is a boss at that point. I would agree it a really great method of drawing the player in both story-wise and in learning what constitutes a boss fight. In the third to my memory they got way better with those trigger volume bosses, but the first was horrific for that sort of thing. DS1 players must still get flashbacks to the Capra Demon fight!

  • Josh Broughton - Junior Level Designer

    • Joshiraptor
    • January 21, 2017 at 1:19 PM

    Thanks man, that's really good to hear. I wanna focus on mobile once the pictures/text is sorted, the video under showreel is more for if I wanted to show my portfolio at a networking event and people don't have the time to read anything or I'm present to speak to. The video for Rally Bug Turbo is the trailer we produced to advertise the product - so a taster I guess :) The long text came from speaking to industry people, the way they explained it was the mythbusters "It's only science if you write it down" idea, so the same for design - I have to be able to communicate my ideas. Therefore the videos and pictures are for a quick view and if it catches their eye then there is some substance to read. I will definitely add some more finished pictures to the RBT page, want to build some breakdown for it too. Thanks for the crit and taking the time to check it out!

  • Josh Broughton - Junior Level Designer

    • Joshiraptor
    • January 19, 2017 at 3:03 AM

    Hey guys, hoping I could get some crit on my work. Have built my website based on some industry members reccomendations but any help would be greatly appreciated <3


    http://www.joshuarbroughton.com


    Also, mobile view is messed up right now so check it out on a PC :)

    Edit: After re-reading the rules, I want to state I am looking for work right now, cheers for checking my thread out

  • Looking for people that are aspiring to work in the game industry

    • Joshiraptor
    • January 19, 2017 at 2:10 AM

    Level design!

  • Case Study: Dark Souls 3's Tutorial & Attempts At Increasing Accessibility

    • Joshiraptor
    • January 19, 2017 at 1:35 AM

    Hope this doesn't count as a Necro, I'm new here but I really enjoyed reading that, the color coding on the diagrams makes your breakdown very clear.

    Two things I thought of while reading it/during my own playthrough:

    1. Those crossbow guys often act as a signal to the end of a section. Looking back through the series I can think of quite a few times a CB enemy is the last one before a bonfire. I would consider this for three reasons - the aforementioned bonfire sign, the reward of an easy enemy to finish with, and a punishment for unaware players. How many times must I have died relaxing after a fight just to hear that 'twang' sound. If you haven't seen the crossbow, you haven't finished the area!

    2. I feel gundyr being still is also a clever double bluff, and a doubling down on the playing dead you mentioned. On first sight the player (due to the previous section teaching them) will assume he is simply faking his death, most likely very tentatively approaching him thinking "you won't get me this time". But once you reach him nothing happens! The player then relaxes, "maybe this guy really is a statue,or clearly dead with this polearm through him". So they hit the prompt, maybe expecting a cutscene and what do they get? He really was alive all along! This has the great reward of catching unsuspecting/new/trusting players out, or giving suspicious/seasoned that 'aha! I knew it!' moment all while reinforcing what you said on never trusting an enemy in ds3 unless you killed them yourself.

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