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A way to look into the mind of a designer

My insight on how level flow is applied in games like Uncharted 4 & The Last of Us

The past few months I have been doing research in the level flow and environment design in games like Uncharted 4 and The Last of Us. With this blog, I wish to show you my findings and explain my idea of what level flow is, the different elements of level flow and how level designers use them to make informed decisions about their level design...

Game Analysis25 min readRead post
My secret workflow for creating quick playable blockouts from 2D sketches

A while ago, I had a discussion with a friend of mine about the importance of 2D sketches. Especially during the early stages of your level design blockout. What is the purpose of this 2D sketch, how long should it take and how do you know if it works in game? This article is a small insight on exploring a new workflow to combine both 2D and 3D methods.

Workflow10 min readRead post
Using "Inkarnate" for rapid world & level design prototyping

Over the past few years, I have used many methods to create top down layouts for my levels. For production I like to use my rough 3D block out and create a 2D layout by taking the top down view of the block out. This way I make sure that I have a 2D layout that matches the playable level.

Articles10 min readRead post
Open world terrain creation for games & film using programs like "GAEA"

This article will go over my personal workflow for creating a terrain. We will go over the quickest methods to create a playable terrain for your game world. There are many other things that someone has to keep in mind while creating a terrain for a game, like size, pixel density and the gameplay that the terrain affords.

Tutorials10 min readRead post