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Lovely work ! You mentioned "When lighting the scene, I used Light Functions to create the illusion of light passing through clouds, thus lighting the environment unevenly" do you think you could show what is the setup to get such a precise result ?(meaning highlight the area you want?)
Amazing art. I'm curious how the rocks manage to be such a natural part of the terrain! It really looks like they have been there for ages.
Patrick Murphy (patrickmurphy.se) is a well-known level designer, who worked on a number of high-quality mod projects. For example, he created the Half-Life campaign ‘Precursor’, produced a story-driven campaign for portal 2 ‘Designed for Danger’ and created a phenomenal map ‘Agency’ for Counter Strike: Global Offensive (glorious level!). Most recently he’s been working on levels for Payday 2 – a co-operative first person shooter, where you’re tasked with robbing a bank.
In his article at Mapcore, Patrick specifically talked about the creation of ‘dynamic levels’, which are ‘very replayable and always keep levels on their toes’. Dynamic level are not generated procedurally, but created by hand with a bunch of various ingredients.
In the original post Patrick gives a breakdown of the ‘Hoxton Breakout’ level and shows some of the design decisions he made to achieve the right effect. Although, this is a very interesting approach, the author is sure it’s not going to work for all games. It’s not universal.
Real the full article here. It’s super interesting.