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00:00 - Intro
00:33 - 1. Imagine 100 players playing your level
01:07 - 2. Player attention and distraction
01:49 - 3. Maybe the NPCs could stay here?
02:16 - 4. The combat distances are too long
03:04 - 5. A dramatic intro to the Strider
04:15 - 6. "What happens if the player does this?"
04:50 - 7. Player knowledge and Intentionality
05:38 - 8. Emphasising the Strider's character
06:13 - 9. Wasted gameplay and build-up
06:55 - 10. Prototype important and risky stuff early
07:53 - 11. Giving your players a break
08:33 - 12. Lots of players would miss this too
09:06 - 13. Poor combat space (huge, flat, no cover)
09:34 - 14. Missed opportunity for narrative content
10:21 - 15. Nice surprise, but a poor setup
11:34 - 16. Scripted and emergent; gameplay and story
12:42 - 17. Adding details to help sell the idea
13:23 - 18. Create interesting options for the player and NPCs
14:00 - 19. Playtest while you iterate, not after!
This video is part of my Talking About Level Design video series, which I've collected into this playlist: [ Ссылка ]
#leveldesign #halflife2
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