-
Notifications
You must be signed in to change notification settings - Fork 1
Week2 : devlog
- Which tips did you find most useful in the video, and how would you see yourself using these tips in your own practice?
Overall, the tips are very useful, but I think the most interesting ones concern pinching, framing, and composition. I studied graphic design and motion design as an undergraduate I realized that graphic design and motion design are very similar to level design. They use the same design techniques to make them work. Mostly, in graphic design, we make systems and use various styles of artwork to make the viewers less confused and to understand the game entirely. In the level design aspect, level designers use a multitude of elements to make viewers understand and focus on the direction where they need to go. Level design has a less artistic but more mechanical approach. I realized that designers’ techniques have points of intersection. After watching this video, it made me think about how I can further apply my design skills to game design.
•2) Were there any tips or techniques that personally didn't resonate with you, or you felt yourself wanting to try aspects differently from how Naughty Dog used them?
To be honest, I really like the way Naughty Dog works. Everything seemed self-explanatory and how they use elements is reasonable. Maybe, as I have a design background, clear and straightforward directions make me comfortable. Sometimes, I feel too much pressure to put all the elements in the right place, and this makes me so stressed. Thus, after I saw the presentation of Naughty Dog, I really enjoyed the video. My brain was not working architecturally, so I thought that level design would be one of my weakest points. After watching the video, I felt a greater understanding of level design and started to think about many paths how I can approach level design.