@zipeters Yep ideally this is something that should be defined in the quality requirements of the different states (blockout, greybox, etc). Set yourself/your team up for succes by defining those before starting so everyone sticks to them and can help prevent overengineering blockouts π€
@zipeters And if your game does not have any weird blocking needs like weird slopes blending into one another or other massive block overlaps, stick with basic shapes π Just my two cents ofc π
@zipeters The UE Modelling tool is very versatile and allows for quick blockouts that might need slightly more complex shapes than the basic ones. BUT it's a slippery slope for going overboard, I highly recommend to stick to basic, clean defined shapes
Dead Island 2 is officially out in the wild!
We've had an absolute blast bringing this pulpy, zombie-slaying adventure to life over the last few years.
If you are picking it up, we hope you thoroughly enjoy your stay in HELL-A.
#Deadisland#SeeYouinHELLA
All of this makes the entire regions they create flow really smoothly and for me without having to even open the 2D map, which is really well done!
Did you find this helpful? Do you disagree with anything? Pls let me know :)
I've been playing and really enjoying #MetroidPrimeRemaster and I'd like to talk about something they do really well: mental mapping. Meaning that we're always aware roughly where we are and are able to remember locations, ability gates and orient ourselves. #LevelDesign
E.g., the morph ball mine: you need to go though pipes in ball form that drops you down into a room, making it impossible to travel back. They repeat this until you reach the boss that gives you the ability. Now you need to backtrack, but the whole path has become a tutorial.
Big travel energy going on today, slept 3 hours, had an intense airport sprint due to a strike and already talked to people in 4 different languages while listening to music in a 5th one, all before 9am. Lord save me π₯²