David Lynch was your favorite game designer's favorite creator. So much of what I love about video games, and especially Japanese creators, was inspired by his work. Lynch was the guiding light in making a conscious attempt to approach things outside of the norm. The eye-opener
You can visualize buffers/textures in Unreal while playing using the VisualizeTexture command.
Example: "vis CustomDepth" for a picture-in-picture view of the custom depth buffer. (vis CustomDepth uv1 for full-screen).
Use "vis pool" or "vis *" to find names to use.
If you want to improve your bark writing read poetry. If you want to improve your cutscene pacing watch music videos. If you want to improve your dialogue flow watch reality tv. That's it, that's the secret
Pinball tables have a more satisfying narrative design than you think. Every board is laid out with paths, an order to achieve multi ball, quests/side quests. It is a sensory overload but, deeper, it's a skill based-interactive media.
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Trying to make sense of a quest system in UE using Event Dispatchers. If any designers/programmers who have worked on such systems would like to help me - my DMs are open
Ok, thread of good Disney design
1. Pedestrian pace control. Benches, planters, trees, objects are placed to slow people approaching gates and avoid stampedes. Also it looks nice
@DokuGamesLTD I played your PvP demo. After watching all the dev videos I was quite pleased to get a feel for the player controller. I'm working on something similar in 3rd person and I'd love to pick your brain about certain decisions you made for Out of Action