Advanced level design: borrowing cinematic techniques for gameplay
It’s time for the third article in our series on level design. Vasiliy Skobelev, Lead Level Designer at Pixonic, has already talked about the general terms and principles of location production. Today we’re going to outline a few level design rules that originate from movies. We’ll also talk about calculating metrics, working with core loops, as well as such seemingly simple things as silhouette and color.
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