Bioware Iterative Level Design

PopenatorPopenator Join Date: 2009-08-27 Member: 68617Members
edited March 2010 in NS2 General Discussion
<div class="IPBDescription">Broken link from the Mapping Guidelines PDF</div><!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><a href="http://www.motionbox.com/external/hd_player/type%253Dsd%252Cvideo_uid%253D7a9fdeb8141be3c3f5" target="_blank">LINK</a><!--sizec--></span><!--/sizec-->

Courtesy of igda Japan.

Comments

  • MidoMido Join Date: 2004-04-05 Member: 27742Members
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Thanks for the heads up. We'll get that fixed in the next version.
  • Corporal_FortierCorporal_Fortier Join Date: 2005-03-22 Member: 46079Members, Constellation
    An interesting watch, thanks!

    The elevators!!!!!
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Not bad.

    Considering how many games are now done iteratively, especially by medium to large studios, it's starting to lost its novelty edge. Still, a solid thing to learn if you haven't already.


    For those who want a more feed-forward design flow, it's still possible. You just have to have an awesome planning stage so that you don't have to change much in the middle/end. Good luck with today's detail getting it all right the first time.
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