~/talk

Crafting level design for combat

Talkat Konsoll 2020 · 2020-10-19..10-25· [game-development, creative-coding]
name:Max Pears
links:none on file
slides:none on file

Argues that precise metrics drive combat level design and demonstrates a Unity gym prototype used to test cover and spacing, settling on 3 meters cover spacing to encourage movement; gives concrete weapon ranges (pistol 10–15 m, shotgun 5–10 m, assault rifles longer) and shows how cover height, elevation and readable main versus side paths shape fronts and flanking routes. Recommends decision points with non‑campable cover, an easy first kill to build momentum, cross‑team communication and frequent playtests to validate designs.

AI-written summary · about

  1. 0:00Intro
  2. 0:47Crafting Level Design For Combat
  3. 1:08Learning Outcomes
  4. 1:48Level 1
  5. 2:031: Who am I?
  6. 2:482: The Role of Level Design
  7. 4:073: Role of Level Design
  8. 5:091 Understand your Encounters
  9. 6:172 Encounters
  10. 7:342 Where are Encounters
  11. 8:43Level 2-3 Pacing
  12. 9:54Level 2-4 What is an Encounter
  13. 10:20Level 2-5 Whose Responsibility
  14. 11:34Level 2-6: Encounters
  15. 13:562 Cover Metrics
  16. 15:043 Cover Spacing
  17. 17:244 Architecture Metrics
  18. 19:10Level 3 - 5 Weapon Range
  19. 20:39Level 3 - 6 Decision Point
  20. 22:49Level 3 - 7 Easy Win
  21. 23:38Level 3 - 8 Don't Punish Players
  22. 24:38Level 3 - 9 Provide Choice
  23. 26:03Level 3 - 12 Change Fronts
  24. 26:44Level 3 - 13 Mix Up Cover Height
  25. 27:22Level 3 - 14 Elevation
  26. 28:19Level 3 - 15 : LD Tips
  27. 29:39Let's Design: Combat
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