Can’t believe it—we at @PolydinStudio just got the Epic MegaGrant! 🎉
So proud to contribute as a Level Designer on this wild ride.
The grind continues, but this fuel takes us to the next level. 🚀
#GameDev#IndieDev#LevelDesign#EpicMegaGrant
So, 5/6 years ago, there were lots of big investors of all types (publishers, VCs etc) spending big money on AAA studios and projects.
Now, there are very, very few big investors spending big money on AAA studios and projects.
Those teams that had that investment are now coming to market with their projects. If those projects hit, happy days. If they don't... well, they will need to find investment to carry on.
But that investment is extremely hard to find.
Which leads to studio closures and lay-offs.
There will be some success stories. There will be a lot of misses, too.
My biggest concern is the lack of investment in major projects today, what will that mean for our industry's output in 4/5 years time?
@diforus I still believe that for a level designer, experiencing video game levels is a way to understand the designer's mental philosophy. It's like sitting in a masterclass on level design. The more you play, the more you understand and analyze the design philosophies.
@diforus I always thought (and still do) that playing video games, especially in level design, can significantly enhance a designer's abilities. Of course, after this post, I have to reconsider a bit. 😅
Your perspective is valid when considering the final product. However, during the development process of a game, a definitive final product cannot be achieved. The process invariably involves prototypes, block meshes, and gym rooms. #leveldesign#gamedev
This is one of the biggest lies in gamedev.
You need almost all the components of the game to properly understand how entertaining a game is. It’s extremely hard to evaluate a game just based on greyboxing
@Kappische I respectfully disagree with your viewpoint. Your perspective is valid when considering the final product. However, during the development process of a game, a definitive final product cannot be achieved. The process invariably involves prototypes, block meshes, and gym rooms.
If your prototype isn’t fun without art, it won’t be fun with art.
Art can enhance fun. It can’t create it
Prototype with cubes, test the loop, iterate fast
Polish is a multiplier: only when the base is good
I'd rather make bad art than good prompts.
I'd rather make bad art than good prompts.
I'd rather make bad art than good prompts.
I'd rather make bad art than good prompts.
I'd rather make bad art than good prompts.
I'd rather make bad art than good prompts.
Thanks to @BlazeDillon for entrusting me with his personal SG1 map project so that I could bring it to life in @Splitgate 2. "Schism" was a fun map to make and a great opportunity to study the work of a master. Many thanks! #Blocktober
Better advice : don’t do that. Don’t do a game that people will like, do a game that you would love to play.
Passion in what you do is the key success. Chasing success is the worst plan to succeed.