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How Level Design Can Tell a Story?

Hello everyone! New video - finally! Been a crazy month but glad to get this one out. That's three 20-ish minute videos in 2020, so gonna try something a bit shorter next time I think! 

Cheers, 

Mark

Comments

Seeing this video made me think about being in these spaces and what it was like to play through them. Which, in turn, made me think about *how* I was experiencing/interacting with these spaces. Did I seamlessly interact with the space and the items in it? Or did I have to think about what I was doing physically in the real world (which buttons were I pressing)? Did the immersive space introduce a sudden change in gameplay style and how did the game handle using the space to teach this new style (think suddenly jumping in a Gear the first time in Xenogears or piloting the original Metal Gear Rex in MGS4). Can I suggest a video on how control schemes integrate a player into an experience, how developers take "standard" conventions and use or subvert them for the sake of the game or story, and possible how they handle shifts in gameplay, some more successfully than others. Great video that prompted lots of reflection, thanks!

Matthew S Sechrist


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