Alex K

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Alex K

Alex K

@TychoBolt

Professional Senior Designer

Katılım Mart 2014
78 Takip Edilen3.5K Takipçiler
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Alex K
Alex K@TychoBolt·
Since I collect various useful tools & reading material, I'm sharing them all in one sheet that I will continuously update. Has sections on level design, accessibility, recommended reading, design tools, etc. Hope this is useful! 😀 docs.google.com/spreadsheets/d…
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Alex K
Alex K@TychoBolt·
@MorndasTV Thanks. Yeah, been a bit busy but I'm going to update the spreadsheet with new resources and fix the broken links soon.
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Morndas
Morndas@MorndasTV·
@TychoBolt Hi, thank you for sharing all this. Came here from your LD document, it is a goldmine for aspiring game devs I wanted to warn you that most Gamasutra links I've tried redirect to a landing page. It seems the links to the blog posts and articles have changed.
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Alex K
Alex K@TychoBolt·
@DDams4K Hey Damien. I'm fine with people translating stuff I share since it can reach more people, but I'm not fine with people selling it since the point was not to gatekeep any knowledge shared. Thanks for reaching out, I'll take a look 👍
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Damien4K
Damien4K@DDams4K·
@TychoBolt By formation i mean a course, sorry i've started speaking french ahah
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Alex K
Alex K@TychoBolt·
Part 2 of my Multiplayer Level Design Crash Course video series. This time we focus on a guideline "Flowpath Rings" to allow you to more easily create better and well flowing map layouts. youtu.be/4gMB2isuRVs?si…
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Alex K
Alex K@TychoBolt·
@redfox_ld Heya Denis! Thanks. Since I'll probably keep adding to them, I'll most likely just gather them all on a site or something.
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Denis Armand
Denis Armand@redfox_ld·
@TychoBolt Hi Alex! Those tips are awesome! Do you consider to put them in a book of level design tips at some point? :)
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Alex K
Alex K@TychoBolt·
Here's another easy to use and effective multi-purpose design trick, the Zig Zag.
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Alex K@TychoBolt·
Here's another common mistake new designers often make. They don't make their levels engaging to move through. Not considering that things like input & controlled vision variety can be the difference between a fun or unfun level to traverse.
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Alex K
Alex K@TychoBolt·
Updated the level design tips format to be cleaner and more bite sized. I'll be dropping several of these over the coming days, some more advanced than others. Feel free to make requests.
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Alex K
Alex K@TychoBolt·
@moamini91 Thanks for the kind words, just happy people find it useful!
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Alex K
Alex K@TychoBolt·
Since I collect various useful tools & reading material, I'm sharing them all in one sheet that I will continuously update. Has sections on level design, accessibility, recommended reading, design tools, etc. Hope this is useful! 😀 docs.google.com/spreadsheets/d…
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Alex K
Alex K@TychoBolt·
@TheCartelDel Haha, not sure what I'd cover in that book. I also prefer to share knowledge for free, so if I ever made one it would probably just be a free ebook.
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Alex K
Alex K@TychoBolt·
Sniping & Camping can easily become a problem in your levels if not managed properly. Especially in Multiplayer games. So here's a few tips to help you prevent Sniping/Camping from getting out of control in both MP and SP levels.
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Alex K
Alex K@TychoBolt·
@orca_dork Elevation is an interesting topic with a deceptive amount of depth to it. So could be a good topic to cover in the future for sure.
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an Orca Dork
an Orca Dork@orca_dork·
@TychoBolt How about how to properly make staircases to higher or lower levels? Outdoor and indoor stairs can be used differently to give the route more or less protection based on where it leads. Some real life examples like foyer lobby areas with staircases have good flow.
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Alex K
Alex K@TychoBolt·
@JOAModels Yep, breaking up long lines of sight with terrain, vfx like smoke, vegetation, etc. works well. Adding more motion in large open spaces like animals, tumble weeds and the like can also help since not all motion would be player motion either. Nice work!
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Hoppkins
Hoppkins@JOAModels·
@TychoBolt When designing my maps i like to make terrain also as a natural cover! It really help for longer distances, making small up and down hills
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Alex K
Alex K@TychoBolt·
@anananas_studio Don't have a blog or anything like that, but maybe I should make one just to gather up all the resources in one place.
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Alex K
Alex K@TychoBolt·
Can share another simple trick. Juniors & Students can often struggle to come up with interesting spaces or get stuck in analysis paralysis. A trick I find useful is to start with one or more focal elements & then add or remove elements until you get a solid foundation.
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Alex K
Alex K@TychoBolt·
@sametyapc_ Go right ahead. I'm all for sharing knowledge with as many people as possible.
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Samet
Samet@sametyapc_·
@TychoBolt Thanks for the lesson, Alex. Can I translate this image into Turkish and include it in my LD documentation? Of course, I will provide reference to you.
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Alex K
Alex K@TychoBolt·
Some common mistakes I often see LD students & juniors do are tied to breathability & flow. To not have enough space for the player to move or things that disallow good flow. This becomes more relevant in MP games. But can still apply for SP games. Here's a few examples.
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Alex K
Alex K@TychoBolt·
@Domz1lla MP maps make use of flow loops & I'd say opening up your central one would help. Reducing 'clutter' elements & some minor tweaks to cover should help break up long LoS. But this is one of many ways to go, it all depends on how you want it to play. But a cool take on shipment!
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DomdabombYT
DomdabombYT@Domz1lla·
@TychoBolt Any advice/ guidance on how I could expand/ improve the LD on my Shipment inspired map?
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Manuel Rubio
Manuel Rubio@MRonErlang·
@tychobolt I want to translate to Spanish and distribute (for free) your book Level Design: In Pursuit of Better Levels, do you mind if I put that content under CC by-nc-sa 3.0?
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