If you like this, consider supporting the Patreon: Our level design Discord server: Me on Twitter: 00:00 - Intro 00:33 - 1. Imagine 100 players playing your level 01:07 - 2. Player attention and distraction 01:49 - 3. Maybe the NPCs could stay here? 02:16 - 4. The combat distances are too long 03:04 - 5. A dramatic intro to the Strider 04:15 - 6. “What happens if the player does this?“ 04:50 - 7. Player knowledge and Intentionality 05:38 - 8. Emphasising the Strider's character 06:13 - 9. Wasted gameplay and build-up 06:55 - 10. Prototype important and risky stuff early 07:53 - 11. Giving your players a break 08:33 - 12. Lots of players would miss this too 09:06 - 13. Poor combat space (huge, flat, no cover) 09:34 - 14. Missed opportunity for narrative content 10:21 - 15. Nice surprise, but a poor setup 11:34 - 16. Scripted and emergent; gameplay and story 12:42 - 17. Adding details to help sell the idea 13:23 - 18. Create interesting options for the player and NPCs 14:00 - 19. Playtest while you iterate, not after! This video is part of my Talking About Level Design video series, which I've collected into this playlist: #leveldesign #halflife2
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