Archive - October 9th, 2017

Open world level design: spatial composition and flow in Breath of the Wild

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Open world level design: spatial composition and flow in Breath of the Wild:

overthinkingvideogames:

Breath of the Wild had a big problem late in its development: players
weren’t really enjoying it. They would go from point A to point B,
always feeling like they were being guided to do so. When players did
diverge from the critical path of objectives, then they would get lost,
in a bad way.

[…]

Nintendo’s talk is about how they aimed for dispersed player flow
instead, to get a more even distribution of player routes, and allow for
more individualized traversal. To do so, they agreed on a concept of
“gravity.” Instead of marking out a specific path somewhere, they would
create these sort of bowls / funnels that direct the player to “orbit”
around certain landmarks and points.

On level design in Breath of the Wild.

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I could think of better scenes for Rick and Morty fans to take instruction from than ones about dipping sauce. via Facebook http://ift.tt/2y4Uh52 through IFTTT

Styling (photo by Heather Holland)

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Styling (photo by Heather Holland) Uploaded by Aram Zucker-Scharff October 09, 2017 at 01:35AM from Facebook http://ift.tt/2yRtCpg via IFTTT