How the best Call of Duty levels were designed (Modern Warfare 2)
Автор: Steve Lee (Level and Game Design)
Загружено: 2021-11-28
Просмотров: 5823
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00:00 - Level designer and scripter as separate roles
03:03 - How MW2's Cliffhanger mission started
06:05 - Level layouts fully drafted and lit before any scripting is done (!)
11:11 - "Cliffhanger" mission as a sequel to "All Ghillied Up"
14:42 - Mackey juicing up the Snowmobile chase in the scripting phase
19:15 - Communication and shared instincts between designer and scripter
20:46 - "Casting" the right people and skillsets in the team to the right levels
26:42 - The delicate relationship between Treyarch and Infinity Ward
32:12 - Jason getting shafted in the credits for CoD World at War
33:46 - Doing scripted LD right, for a genuine interactive player experience
39:24 - Final example: climbing the cliff at the start of "Cliffhanger"
This is just one part of my 2 hour chat with Mackey and Jason - we also talked about Why Titanfall 1 and 2 were difficult projects to figure out and develop - which you can watch here: • Why Making Titanfall was Hard (from 2 Resp...
And we also started by talking about how they discovered level design, and first got into the games industry back in the 90s, in the days of Doom and Quake: • Being a level designer back in the 90s
All of my developer interviews are in my Developer Interviews playlist, which is here: • Talking About Level Design
#callofduty #modernwarfare #leveldesign
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