LEVEL DESIGN IS HARD 2

00:14:06
https://www.youtube.com/watch?v=h-GZ51BhggM

الملخص

TLDRIn this video, the speaker reflects on their journey and learning experiences in level design over the past two years. They discuss the challenges and their initial struggles with creating large game levels, which slowed down their process. Over time, they found that smaller, bite-sized levels were more effective, aligning better with gameplay and enhancing player engagement. They also emphasize the importance of tools in level design, such as automating repetitive tasks with a spline mesh generator. The blockout phase is highlighted as crucial for visualizing level progress. Moreover, the speaker discusses the balance between locking down gameplay mechanics and level design, noting the value of establishing movement mechanics early to ensure smoother development. Visual detailing, especially focusing on floor design, played a significant role in improving the game's appeal. Lastly, they touch on the mental pressure of releasing timely updates and achieving design goals, and invite viewers to share their insights.

الوجبات الجاهزة

  • 🎮 Level design remains challenging, even with experience.
  • 📏 Smaller levels often enhance player engagement and replayability.
  • 🛠️ Developing tools for level design can streamline the process.
  • 🗺️ Blockout phases are crucial for visualizing game progress.
  • 📌 Establishing gameplay mechanics helps in smoother level design.
  • ⚖️ Balance between art and function is key in design.
  • 💡 Attention to detail, especially floors, can elevate game visuals.
  • ⏳ Mental pressure from time constraints can affect design.
  • 🤯 Initial daunting experiences can evolve into enjoyable tasks.
  • 🔑 Locking down movement mechanics is important.
  • 🔄 Iterative design processes are valuable.
  • 🏗️ Smaller sections make development more manageable.

الجدول الزمني

  • 00:00:00 - 00:14:06

    Two years ago, I shared my frustrations with level design, but over time, I’ve learned and improved. Initially, I used "level design" and "environment art" interchangeably, reflecting on the entire creation process. Despite level design's complexity, I've enriched my understanding, particularly in designing levels suited for specific game mechanics and player experiences. This includes balancing level size for replayability versus overwhelming larger designs, a lesson I grasped deeply when working on overly large initial levels. Smaller, more focused levels have proven more effective, though they remain challenging, requiring thoughtful player strategy consideration.

الخريطة الذهنية

Mind Map

فيديو أسئلة وأجوبة

  • What is the main focus of the speaker's reflection?

    The speaker focuses on their learning experiences and improvements in level design and environment art over two years.

  • Why did the speaker find level design daunting initially?

    Initially, large levels were overwhelming and slowed down their progress.

  • How did the speaker improve their level design process?

    The speaker focused on creating smaller, bite-sized levels and developed tools to automate repetitive tasks.

  • What are some challenges in designing large levels?

    The challenges include managing the number of components, balancing gameplay mechanics, and ensuring player engagement.

  • What tool innovation did the speaker create to assist level design?

    The speaker created a spline mesh generator for modular pieces to simplify and speed up the level design process.

  • Why does the speaker value the blockout phase in level design?

    The blockout phase helps in visualizing the entire level structure and provides a satisfying sense of progress as design changes are made.

  • What did the speaker learn about gameplay mechanics during level design?

    Locking down gameplay mechanics before extensive level design is crucial to avoid complications and ensure a smoother design process.

  • How did smaller levels impact the game development process?

    Smaller levels made the process faster and allowed for more flexibility in player engagement and replayability.

  • What impact did environment detail, like floor design, have on the game?

    Focusing on floor details significantly enhanced the game's visual appeal, especially in a top-down view.

  • What psychological challenges did the speaker face during development?

    The pressure to deliver updates quickly and make impactful design decisions was a mental challenge for the speaker.

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الترجمات
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التمرير التلقائي:
  • 00:00:00
    hey how's it going everyone two years
  • 00:00:01
    ago I posted a video called level design
  • 00:00:03
    is hard which was mostly me ranting but
  • 00:00:06
    mostly just getting things off of my
  • 00:00:08
    chest my feelings my quarrels that I had
  • 00:00:11
    with level design since then it's been
  • 00:00:13
    two whole years well nearly two whole
  • 00:00:16
    years and I've learned a lot I've gone
  • 00:00:18
    through a lot I've messed up a lot made
  • 00:00:20
    a lot of mistakes uh and since then I
  • 00:00:23
    have become a better level designer/
  • 00:00:25
    environment artist now to point out and
  • 00:00:27
    I know a lot of people probably got
  • 00:00:29
    confused in the last video uh I am kind
  • 00:00:31
    of using level design environment art in
  • 00:00:33
    the entire just process of creating a
  • 00:00:35
    level interchangeably of course you
  • 00:00:37
    could look at level design as just the
  • 00:00:39
    part of blocking it out and focusing on
  • 00:00:40
    the gameplay but in this discussion I'm
  • 00:00:43
    F focusing on the entire process the
  • 00:00:46
    entire pipeline as a whole now I have to
  • 00:00:48
    say level design is still hard but I
  • 00:00:52
    feel like I've grasped it a little
  • 00:00:53
    better I've gotten you know more
  • 00:00:56
    knowledge about what to do and what not
  • 00:00:59
    to do at least specifically for my game
  • 00:01:02
    I do think it is a big process of
  • 00:01:04
    finding level design that works for your
  • 00:01:07
    game that works well meshes well with
  • 00:01:09
    your gameplay mechanics meshes well with
  • 00:01:12
    your player count all these kind of
  • 00:01:13
    things I feel like really go into the
  • 00:01:16
    equation it's one big equation I do have
  • 00:01:19
    to point out that there were some really
  • 00:01:21
    good comments that did kind of look at
  • 00:01:22
    it from a different perspective that I
  • 00:01:24
    think was really great and one of those
  • 00:01:26
    perspectives was yeah while a player
  • 00:01:28
    might spend 2 to 3 minutes playing that
  • 00:01:30
    level something to remember is if that
  • 00:01:32
    level's really enjoyable it's not just
  • 00:01:34
    that one person enjoying that level
  • 00:01:35
    within 2 to 3 minutes it's hundreds upon
  • 00:01:38
    thousands of people enjoying that level
  • 00:01:41
    which I think is a really good outlook
  • 00:01:42
    at it rather than looking at it as
  • 00:01:44
    players finishing a level really quickly
  • 00:01:46
    I can instead look at as thousands of
  • 00:01:48
    people finishing a level and if you were
  • 00:01:50
    to do the math I guess that could be
  • 00:01:51
    like 2,000 minutes if you really you
  • 00:01:53
    know that might not be correct but I'm
  • 00:01:54
    not a mathematician I'm a game developer
  • 00:01:56
    something else that I also learned while
  • 00:01:58
    working on this game is that I should
  • 00:02:00
    have focused on levels that could be
  • 00:02:03
    completed quickly uh levels that could
  • 00:02:05
    be perfected um within a period of time
  • 00:02:08
    as well I don't think levels were
  • 00:02:10
    necessarily 1 minute I think levels
  • 00:02:12
    could have been 30 minutes to hours but
  • 00:02:15
    I think I designed levels in such a way
  • 00:02:17
    where they were too large I think that
  • 00:02:19
    was one of my shortcomings for this
  • 00:02:21
    project is that I started making levels
  • 00:02:22
    that were too big when in reality I
  • 00:02:24
    should have made levels that were small
  • 00:02:26
    bite-sized and could have been
  • 00:02:28
    approached in different ways that could
  • 00:02:30
    you know do time attacks so the players
  • 00:02:32
    can beat levels at much faster with more
  • 00:02:35
    precise accuracy and stuff like that
  • 00:02:36
    which I feel like ex is exactly what
  • 00:02:38
    this game should have been doing in the
  • 00:02:40
    get-go now as of recently I have been
  • 00:02:43
    doing that um but I will say that making
  • 00:02:46
    smaller levels is still very hard
  • 00:02:48
    there's a lot of thought that goes into
  • 00:02:50
    it you have to kind of think how is a
  • 00:02:51
    player going to approach this and how do
  • 00:02:53
    we make it in such a way where the
  • 00:02:54
    player has more space to improve there's
  • 00:02:57
    a lot of thought that goes into it and I
  • 00:03:00
    feel like I've kind of gotten a little
  • 00:03:01
    bit of a formula down which is why
  • 00:03:03
    levels take a lot less time to develop
  • 00:03:06
    for me recently I've been making levels
  • 00:03:08
    within a week which is near and you know
  • 00:03:11
    impossible to think about back then I
  • 00:03:13
    think the reason why it's taking a lot
  • 00:03:15
    less longer is a the levels aren't
  • 00:03:18
    enormous anymore the levels that I was
  • 00:03:20
    developing for some reason uh at the
  • 00:03:22
    beginning of this new kind of Miami
  • 00:03:25
    series which is what we call this this
  • 00:03:27
    latest update that we've been working on
  • 00:03:28
    the whole point was to take inspir from
  • 00:03:30
    Hotline Miami which is the smaller scale
  • 00:03:32
    levels for some reason my brain thought
  • 00:03:34
    hey let's make some really big levels
  • 00:03:35
    and making those large levels and
  • 00:03:37
    thinking about those large levels made
  • 00:03:39
    me very overwhelmed I think there
  • 00:03:41
    there's too many things that I knew that
  • 00:03:43
    I had to do and in the process of me
  • 00:03:46
    knowing that there was so many things
  • 00:03:47
    that I needed to do I think it shut me
  • 00:03:49
    down and slowed down my entire process
  • 00:03:51
    when I could have just focused on
  • 00:03:52
    smaller scale levels smaller bite-sized
  • 00:03:55
    quick levels that players could finish
  • 00:03:57
    but when they finish it they feel the
  • 00:03:59
    wanting to replay it whereas with larger
  • 00:04:01
    levels I feel like they don't want to do
  • 00:04:02
    that because there's a big distance
  • 00:04:06
    between the start to the Finish which I
  • 00:04:08
    think was one of the things that I
  • 00:04:09
    learned while working on this and I can
  • 00:04:12
    understand why a lot of people will see
  • 00:04:13
    level design as being a lot harder when
  • 00:04:15
    they're working on things like open
  • 00:04:17
    world games and I think one thing that
  • 00:04:19
    could help with that is instead of
  • 00:04:20
    focusing on the Big World instead focus
  • 00:04:22
    on very small chunks and work your way
  • 00:04:24
    up now obviously that might seem obvious
  • 00:04:26
    and a lot of the tips and tricks that I
  • 00:04:28
    say on this channel are relatively
  • 00:04:30
    obvious when you think about it but
  • 00:04:32
    sometimes the best advice is the most
  • 00:04:33
    obvious when you really think about it
  • 00:04:35
    so that was one of the things that I
  • 00:04:36
    think I had to go through in these past
  • 00:04:38
    two years is realizing that smaller is
  • 00:04:41
    better in this case because of just how
  • 00:04:43
    well it plays with my game style now
  • 00:04:46
    like I said all games are going to have
  • 00:04:48
    different level design kind of
  • 00:04:49
    structures and formulas that fit well
  • 00:04:52
    with that game but I do think there is
  • 00:04:54
    one universal thing which is working on
  • 00:04:56
    bite-sized areas taking taking your
  • 00:04:59
    levels in working on them in chunks I
  • 00:05:01
    think there's some games that do this
  • 00:05:03
    really well because they specifically
  • 00:05:05
    have areas where there's a transition
  • 00:05:07
    going from one level to the next which
  • 00:05:09
    makes it a lot easier to grasp that area
  • 00:05:11
    I think uh one game that I would say is
  • 00:05:13
    maybe like Uncharted for example one of
  • 00:05:15
    the transitions would probably be like
  • 00:05:16
    climbing you would climb an area or you
  • 00:05:18
    could look at God of War where you go
  • 00:05:20
    through like a crevice and that crevice
  • 00:05:21
    could be a level transition like an
  • 00:05:23
    actual physical from a programming
  • 00:05:25
    standpoint level streaming you'd stream
  • 00:05:27
    a level out and in and that's a great
  • 00:05:29
    way of looking at it cuz then now you
  • 00:05:30
    can focus on specific levels you can
  • 00:05:33
    have different developers work on
  • 00:05:34
    different things so looking at a
  • 00:05:35
    gigantic picture was extremely hard for
  • 00:05:37
    me to look at but I still think there is
  • 00:05:40
    a lot that goes into creating a level
  • 00:05:42
    going from start to finish is it's
  • 00:05:44
    really daunting to just start a level
  • 00:05:46
    because you have to focus on the scale
  • 00:05:48
    and then you have to think oh [ __ ] I'm
  • 00:05:50
    going to have to put decals and
  • 00:05:51
    materials everywhere I'm going to have
  • 00:05:52
    to put these different walls I'm going
  • 00:05:53
    to have to figure out uh cover I'm going
  • 00:05:55
    to have to figure out this enemy
  • 00:05:57
    placement all these kind of things and I
  • 00:06:00
    think throughout the last two years I
  • 00:06:01
    think I figured out that there's joy and
  • 00:06:04
    uh a level of pleasure and thrill of
  • 00:06:08
    working on that kind of stuff because I
  • 00:06:09
    think there's I think i' I've gained
  • 00:06:11
    enough experience to make it a little
  • 00:06:12
    bit more enjoyable whereas in the
  • 00:06:14
    beginning it was a lot harder and just
  • 00:06:17
    something that I hated a lot more I
  • 00:06:19
    wouldn't say I hated anymore and I know
  • 00:06:20
    that's a word I used a lot in the last
  • 00:06:22
    video because it was something that was
  • 00:06:24
    very just like dragging the entire
  • 00:06:27
    project down everything else was getting
  • 00:06:28
    done but the levels were taking the
  • 00:06:30
    longest because it was just so daunting
  • 00:06:32
    to look at and I really wanted to
  • 00:06:33
    impress people and stuff like that and
  • 00:06:35
    you know there's a lot of like a lot of
  • 00:06:37
    puzzle pieces involved another thing
  • 00:06:39
    that I would say that I learned
  • 00:06:40
    throughout the last two years is uh tool
  • 00:06:42
    design uh creating tools for your level
  • 00:06:44
    design is massive uh it helps you out so
  • 00:06:47
    much there's so many repetitive actions
  • 00:06:50
    that you're doing while creating a level
  • 00:06:51
    and you got to find those repetitive
  • 00:06:53
    actions and boil them down to something
  • 00:06:54
    that can be a little bit more automated
  • 00:06:56
    or easier to approach and one of those
  • 00:06:58
    things that I kind of expanded upon is I
  • 00:07:00
    had a wall generator modular pieces are
  • 00:07:03
    nothing new they've been around for ages
  • 00:07:05
    but before this I was actually placing
  • 00:07:07
    the modular pieces manually copy pasting
  • 00:07:09
    duplicating moving around snapping it
  • 00:07:11
    and it was absolutely awful and I felt
  • 00:07:13
    like there was a way of automating that
  • 00:07:14
    to be a little bit you know easier
  • 00:07:16
    quicker I ended up creating a spline
  • 00:07:18
    mesh that or like a spline generator
  • 00:07:20
    type mesh that would generate meshes
  • 00:07:23
    along that spline based on its scale and
  • 00:07:25
    it will try to stretch it and if it's
  • 00:07:26
    too stretchy it'll instead just add a
  • 00:07:28
    new piece and fit f it in and stuff like
  • 00:07:30
    that that helped me out a lot and I felt
  • 00:07:33
    like that was just the beginning I felt
  • 00:07:35
    like there was so many more things I
  • 00:07:36
    could have could have done in this game
  • 00:07:38
    and it probably will do uh one thing
  • 00:07:40
    that I added to the wall generator is I
  • 00:07:42
    made it so you can add specific meshes
  • 00:07:44
    in between like doorways and stuff like
  • 00:07:46
    that cuz I felt like I was deleting
  • 00:07:48
    pieces and trying to fit static mesh
  • 00:07:51
    doors in and it was awful I do think
  • 00:07:53
    tooling is a huge part of the process
  • 00:07:56
    the pipeline not just level design but
  • 00:07:58
    obviously Environmental art and and
  • 00:08:00
    whatnot just creating tools that makes
  • 00:08:02
    things a lot easier for you I think is a
  • 00:08:04
    great thing to apply to your development
  • 00:08:06
    yes you're investing time into a tool
  • 00:08:07
    but obviously you got to think about
  • 00:08:09
    like okay if I invest time into a tool
  • 00:08:11
    that I could use for 10 plus levels
  • 00:08:13
    you're basically taking maybe 8 hours 12
  • 00:08:17
    hours of your time working on a tool
  • 00:08:19
    that will then maybe save 50 to 60 down
  • 00:08:21
    the line obviously you have to think
  • 00:08:23
    about these things you have to think
  • 00:08:24
    about you know how many rep repetitive
  • 00:08:26
    actions are you doing that actually
  • 00:08:27
    makes it worthwhile to do that and of
  • 00:08:29
    course you know yeah you might need the
  • 00:08:31
    programming experience to do that but
  • 00:08:33
    maybe that gives you a good reason to
  • 00:08:34
    get into it if you have been kind of
  • 00:08:36
    daunted by the the thought of it one
  • 00:08:38
    thing I definitely did learn throughout
  • 00:08:40
    the process as well is blockout phase is
  • 00:08:43
    extremely important just block your
  • 00:08:45
    stuff out and just get a rough shape of
  • 00:08:48
    how you want something to look and
  • 00:08:49
    obviously it's going to change as you
  • 00:08:51
    add more art and stuff to it there might
  • 00:08:54
    not be necessarily a lock you might
  • 00:08:56
    still be changing some stuff here and
  • 00:08:57
    there the nice thing with blocking at a
  • 00:08:59
    level though which feels really
  • 00:09:00
    satisfying is you have that grid
  • 00:09:02
    material kind of scattered everywhere
  • 00:09:05
    and as you work on your environment and
  • 00:09:06
    start swapping things out and actually
  • 00:09:08
    putting environment art you can see the
  • 00:09:10
    amount of progress that you're actually
  • 00:09:12
    making in that level that you're working
  • 00:09:13
    on and I think there's something really
  • 00:09:15
    satisfying there because you can start
  • 00:09:17
    seeing some of the orange colors and the
  • 00:09:18
    black out colors kind of disappear and
  • 00:09:21
    that kind of gives you a visual
  • 00:09:22
    interpretation of like how far am I in
  • 00:09:25
    working on this now of course one of the
  • 00:09:27
    things that I think makes environment
  • 00:09:28
    art
  • 00:09:29
    that process the hardest thing is just
  • 00:09:31
    trying to make things look good and I
  • 00:09:34
    think there's a few things that really
  • 00:09:35
    helped out in my case for a top down
  • 00:09:38
    game the player is looking at the floor
  • 00:09:39
    a lot of the time and I think focusing
  • 00:09:41
    on the floor helped a lot putting more
  • 00:09:42
    decals floor meshes just things on the
  • 00:09:45
    floor I think really helped out little
  • 00:09:47
    details in the floors kind of really
  • 00:09:49
    pushed the game uh Way Beyond and I
  • 00:09:52
    learned that while working on this Miami
  • 00:09:54
    Club level I was working on this
  • 00:09:55
    entrance which I know a player is going
  • 00:09:57
    to skip they'll see this section of the
  • 00:09:58
    level for a 3 to 4 seconds maybe chances
  • 00:10:01
    are um they'll get past the checkpoint
  • 00:10:03
    and they won't ever see that ever again
  • 00:10:04
    but I was really happy with what I came
  • 00:10:07
    up with here and just mixing vertex
  • 00:10:09
    painting and all this kind of other
  • 00:10:10
    stuff that really I think really pushed
  • 00:10:12
    everything Beyond and I that's when I
  • 00:10:14
    noticed I think the biggest thing about
  • 00:10:17
    this game in terms of graphics and
  • 00:10:19
    visual Fidelity was the floors I think
  • 00:10:22
    focusing on the floors definitely helped
  • 00:10:23
    out a lot of course there was other
  • 00:10:25
    things props you know walls all that
  • 00:10:27
    kind of stuff but for some reason I felt
  • 00:10:29
    like focusing on the floors added a a a
  • 00:10:32
    level of of of detail that I think was
  • 00:10:34
    was really good especially the fact that
  • 00:10:36
    we don't have ceilings so if we don't
  • 00:10:38
    have ceilings you know we can put a
  • 00:10:39
    little bit more time on the floors and
  • 00:10:40
    that's fine uh and the walls of course
  • 00:10:43
    one issue that I had with my wall
  • 00:10:44
    generator is I can't do any vertex
  • 00:10:46
    painting on it so I have to manually put
  • 00:10:47
    in decals or other details wherever I
  • 00:10:49
    can another thing that I noticed that I
  • 00:10:51
    think really made level design a lot
  • 00:10:52
    harder than it needed to be was the fact
  • 00:10:54
    that while I was working on these levels
  • 00:10:57
    and you know adding new things in I was
  • 00:10:59
    basically changing some of the gameplay
  • 00:11:01
    mechanics and some of the movement
  • 00:11:02
    mechanics that made things a little bit
  • 00:11:04
    harder to lock down which is a little
  • 00:11:07
    stupid on my part and I think one thing
  • 00:11:09
    that is really good is to try to lock
  • 00:11:11
    down your movement or lock down how it's
  • 00:11:13
    going to be you know working and stuff
  • 00:11:15
    like that obviously my game is in Early
  • 00:11:17
    Access and I kind of viewed it as a nice
  • 00:11:19
    way to kind of use it as an
  • 00:11:21
    experimentation kind of play around with
  • 00:11:23
    it and get a feel for it but I do feel
  • 00:11:26
    like that kind of hurt the game in in
  • 00:11:28
    some ways
  • 00:11:30
    Midway through the game after working on
  • 00:11:33
    a whole bunch of levels I added in
  • 00:11:35
    diving which is basically almost like
  • 00:11:37
    jumping uh that changed a lot there was
  • 00:11:40
    a lot of things that I had to change and
  • 00:11:41
    adjust and whatnot and a lot of things
  • 00:11:43
    that kind of went wrong so I feel like
  • 00:11:46
    locking down your gameplay locking down
  • 00:11:48
    your movement mechanics and all of that
  • 00:11:50
    before going into like big level design
  • 00:11:52
    kind of stuff I think is really helpful
  • 00:11:54
    if you can and if not at least try to
  • 00:11:57
    plan ahead if you're thinking okay my
  • 00:12:00
    game's going to have crouching stuff
  • 00:12:01
    like that think about like the player
  • 00:12:03
    height think about all these things cuz
  • 00:12:04
    now I've added crouching to my game yeah
  • 00:12:07
    I'm making the mistake again I added
  • 00:12:09
    crouching and I did have to kind of
  • 00:12:12
    around with the player Heights and all
  • 00:12:13
    this kind of stuff to make sure that any
  • 00:12:16
    cover in the game that's like half
  • 00:12:18
    player height will actually work cuz I
  • 00:12:20
    want the player to understand oh this is
  • 00:12:22
    actual cover and I hope they don't get
  • 00:12:24
    like screwed over now of course this is
  • 00:12:26
    still something that I have to
  • 00:12:27
    experiment with and and work on and I
  • 00:12:29
    did adjust some of the code so that it
  • 00:12:31
    works a little better but of course I do
  • 00:12:33
    think that's one of the things that kind
  • 00:12:34
    of really slowed me down is the fact
  • 00:12:35
    that I in the back of my head knew that
  • 00:12:37
    there were things I wanted to change and
  • 00:12:39
    I think if you lock down see
  • 00:12:41
    gameplay I think it allows you to kind
  • 00:12:43
    of take more time to focus on just
  • 00:12:45
    making levels rather than struggling
  • 00:12:47
    with the mechanical side while working
  • 00:12:49
    on your game in the past two years I've
  • 00:12:51
    learned a lot my game has been Early
  • 00:12:53
    Access for about 3 years and I will say
  • 00:12:56
    one thing that does kind of hurt me from
  • 00:12:58
    time to time and it does make the level
  • 00:12:59
    design a little bit harder but it does
  • 00:13:00
    try to push me a little bit to an extent
  • 00:13:02
    it's a little bit of a mental quarrel uh
  • 00:13:05
    is it takes me still a really long time
  • 00:13:07
    to release updates and I did notice that
  • 00:13:10
    people really want to see updates get
  • 00:13:12
    released and uh I think those things in
  • 00:13:14
    the back of my head kind of did make
  • 00:13:16
    level design a little bit harder than it
  • 00:13:17
    was before but now that I have these
  • 00:13:19
    smaller levels and I'm kind of starting
  • 00:13:20
    to lock down some of the gameplay I feel
  • 00:13:22
    like it did speed things up a little bit
  • 00:13:24
    and it made things a little bit easier
  • 00:13:25
    for me to grasp now I would love to hear
  • 00:13:27
    what you think and uh you know what your
  • 00:13:29
    thoughts are it's been two years since
  • 00:13:31
    my last video anybody that commented on
  • 00:13:33
    that one that maybe wants to pitch in
  • 00:13:35
    their thoughts what they've maybe if
  • 00:13:36
    they if their thoughts changed since
  • 00:13:38
    then if they've adjusted if they've been
  • 00:13:40
    doing it extensively and maybe have
  • 00:13:42
    something to share feel free to write it
  • 00:13:43
    down in the comments of course like And
  • 00:13:45
    subscribe I don't really upload that
  • 00:13:47
    often but when I do it's just you know
  • 00:13:49
    fun little things that I feel like
  • 00:13:50
    uploading but uh yeah have a good one
  • 00:13:53
    have a fantastic week year who knows
  • 00:13:56
    when the next video is going to come out
  • 00:13:58
    but uh yeah have a good one
  • 00:14:01
    [Music]
الوسوم
  • Level Design
  • Game Development
  • Environment Art
  • Game Mechanics
  • Design Process
  • Tools
  • Visual Detail
  • Gameplay
  • Small Levels
  • Blockout Phase