My 4 most popular #leveldesign vids:
My Dishonored 2 / Arkane level design test: https://t.co/Ys0l9MJcYG
Speed Level Design videos = misleading: https://t.co/Fr72PXgVVo
How I design levels in text first: https://t.co/perHGXROy7
Why LD is hard to practice: https://t.co/m4skL6AHCX
@QiudaoLionel Hi - it's because Elon Musk:
A) Has changed how Twitter works in so many awful ways since he bought it (and Bluesky is such a nicer place)
B) Is taking his support of Trump to such an unethical extreme that I don't want anything to do with him, or to support him in any way, ever
@oneofmoo@Crazyreyn I might technically be being naughty occasionally, but for short clips, if it just feels like a random bit of gameplay then I think it's ok to just use it. If it feels more like something someone put work into, I usually credit the source in the corner of my vid
@oneofmoo I'm often totally one of those people, but afaik I have it less when recording videos (and when I do it a bit, I don't mind because I see it as being naturalistic, which is ok because I'm not doing marketing videos etc). Any questions about this, feel free to DM!
@Keyecomposer Oh and the junctions near the middle of the map would benefit a distinctive landmark / object that helps the player orient themselves and tell which way is forward / north / the "back" of the level, etc
@Keyecomposer Oops, just played a bit more and remembered I forgot to reply. Basically the whole map looks too similar. Too hard to tell where you are, where you've been, where you could go next to do objectives. Different ends and key areas of the map should have more distinguishing features