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Dmytro Nesterenko
@Fableteller
Senior Level Designer at @Grip_Digital. Author of Game Designer Notes. @CGMasterAcademy Skvot School. Former designer at @Gameloft @SaberGames
Prague, Czech Republic
Joined March 2021
33
Following
39
Followers
199
Posts
Dmytro Nesterenko
@Fableteller
about 5 hours ago
Design of Diana's exposition in Pragmata https://t.co/TyLSiZjKUi
#Pragmata
#NarrativeDesign
#Capcom
Dmytro Nesterenko
@Fableteller
4 days ago
Combat Design in forests in Hunt Showdown https://t.co/ZL8lVIswXs
#GameDesign
#LevelDesign
#Hunt
#Crytek
Dmytro Nesterenko
@Fableteller
5 days ago
Pragmata as a great example how level designers can utilize the Implied Spaces approach to create better navigation on levels https://t.co/U5Evme0NtO
#LevelDesign
#GameDesign
#Pragmata
#Capcom
Dmytro Nesterenko
@Fableteller
6 days ago
How the opening scene in Pragmata was crafted in the seamless way https://t.co/IqXwr1BU6z
#GameDesign
#Pragmata
#Capcom
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Bonjovi - Panther Main
@Trash_Bonjovi
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samere
@CactusDuDesert
oui
MikeyMikey
@cmsaa7sdiAnr3cA
Level/Game Designer
Dmytro Nesterenko
@Fableteller
10 days ago
Monocromathic Lighting in Cronos: The New Dawn and what that game has in common with Alan Wake 2 https://t.co/0I00q0DNGJ
#GameDesign
#Lighting
#LevelArt
#LevelDesign
#Cronos
#BlooberTeam
#AlanWake2
Dmytro Nesterenko
@Fableteller
12 days ago
Takeaways about 3C in Cronos: The New Dawn https://t.co/IaXMWmVVID
#GameDesign
#3C
#Cronos
#BlooberTeam
Dmytro Nesterenko
@Fableteller
14 days ago
How London Was Designed in Watch Dogs: Legion and What Makes It Believable https://t.co/vPdcgA0Ddc
#GameDesign
#LevelDesign
#Architecture
#Urban
Dmytro Nesterenko
@Fableteller
18 days ago
Combat design Soft-locks in Cronos: The New Dawn https://t.co/tnHtIILfXz
#GameDesign
#CombatDesign
#Cronos
#BlooberTeam
Dmytro Nesterenko
@Fableteller
21 days ago
How the horror’s psychology works in Resident Evil Requiem https://t.co/bKAvVONUuH
#GameDesign
#ResidentEvil
#Requiem
Dmytro Nesterenko
@Fableteller
24 days ago
Critique of the narrative design in Cronos: The New Dawn https://t.co/Td4hKyqGdh
#GameDesign
#NarrativeDesign
#Narrative
#Cronos
Dmytro Nesterenko
@Fableteller
about 1 month ago
Why the main character doesn’t talk to much in Diablo 4 and how Blizzard saved their money https://t.co/IvuIehd9Ww
#GameDesign
#SoundDesign
#Production
#Diablo
#Diablo4
#Blizzard
Dmytro Nesterenko
@Fableteller
about 1 month ago
How different architectural approaches work for regions in Diablo 4 https://t.co/1Gq4ZdcQVL
#GameDesign
#LevelDesign
#Architecture
#Diablo
#Diablo4
#DiabloIV
#Blizzard
Dmytro Nesterenko
@Fableteller
about 1 month ago
Several takeaways about new skill tree in Diablo 4: Lord of Hatred https://t.co/R0r9tgQ9zS
#GameDesign
#SystemDesign
#Diablo
#Diablo4
#DiabloIV
#Blizzard
Dmytro Nesterenko
@Fableteller
about 1 month ago
How Cyberpunk 2077 reminds players about their actions via cheap design technique - nods https://t.co/UoAhBU4iux
#GameDesign
#NarrativeDesign
#CDPR
#Cyberpunk2077
Dmytro Nesterenko
@Fableteller
about 1 month ago
How Resident Evil Requiem foreshadows the escape route during FTUE https://t.co/fjjr3nAk1k
#GameDesign
#LevelDesign
#ResidentEvil
#Requiem
#FTUE
#Capcom
Dmytro Nesterenko
@Fableteller
about 1 month ago
Visual Clarity and Art Direction in Dispatch https://t.co/Nl00flmHus
#GameDesign
#ArtDirection
#Comics
#Dispatch
Dmytro Nesterenko
@Fableteller
about 1 month ago
Takeaways about AI design in Assassin’s Creed Odyssey https://t.co/Iuk5nPbRpS
#GameDesign
#AIDesign
#AssassinsCreed
#Odyssey
#Ubi
#Ubisoft
Dmytro Nesterenko
@Fableteller
about 1 month ago
What is the problem with the interaction button in Assassin’s Creed Odyssey https://t.co/jrFGUATrlQ
#GameDesign
#Ux
#UxDesign
#AssassinsCreed
#Odyssey
#Ubi
#Ubisoft
Dmytro Nesterenko
@Fableteller
about 1 month ago
How scripting events and 3C particularies help devs setup the tone of the scene https://t.co/POXbsWBXER
#GameDesign
#LevelDesign
#3C
#ResidentEvil
#Requiem
#Capcom
Dmytro Nesterenko
@Fableteller
about 1 month ago
How faking architecture works in Resident Evil Requiem https://t.co/oQkqtfj1Om
#GameDesign
#LevelDesign
#Architecture
#ResidentEvil
#Requiem
#Capcom
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