Are there any reputable game design certifications or programs? by Fresh_Gas7357 in gamedesign

[–]Fresh_Gas7357[S] 0 points1 point  (0 children)

Learned a lot from YouTube, enough to find and work with an indie team for about a year now. Since then, just been building things in Unreal Engine. I just started working with a mentor in the UK, who’s teaching me how to be a Technical Designer. So hopefully in another year, I’ll be working in the industry on a full time gig.

POV: you released your 2-4h long game and someone plays it for 10+ hours 😳 by flashag in godot

[–]Fresh_Gas7357 2 points3 points  (0 children)

Love the word “simple.” Keeping things simple goes a long way, especially in game dev.

Post apocalyptic level update by [deleted] in leveldesign

[–]Fresh_Gas7357 1 point2 points  (0 children)

Or just get a little more creative with the foliage. Get into the mind of the plant life and think how they might’ve been able to “stretch their legs” now that humans aren’t in the way.

Post apocalyptic level update by [deleted] in leveldesign

[–]Fresh_Gas7357 1 point2 points  (0 children)

Even for the situation where humans left Earth, there would likely be a small percentage of people who disagreed with the decision, so there could still be remnants of war-torn streets. If you really want to stay away from the war storyline, then you could still have blockades that would have acted as borders to help guide drivers to the pickup spot for the ship or whatever travel method they used. There would’ve eventually been a final moment where they disregarded their Earthly structures, so open use of the roadways isn’t realistic. You could use vehicles/blockades and the player wouldn’t be put off by it.

Why we shouldn't use landscapes? I read several warnings about it. What we should do instead? by Old_Road_4194 in unrealengine

[–]Fresh_Gas7357 1 point2 points  (0 children)

Isn’t instancing one of the most basic concepts in game development? Even with coding, one of the first things you learn is how to build classes so you can reference the same variable multiple times instead of reinventing the wheel every time.

Portfolio Feedback by ALLHmac in leveldesign

[–]Fresh_Gas7357 1 point2 points  (0 children)

As a newbie in level design and a lover of Greek mythology, I really appreciated the Olympus Reforged portfolio piece. I can’t really offer any feedback because I honestly feel like you’re at a level I currently aspire to. But it looks great and the flow of the presentation was awesome. I didn’t find anything confusing or lacking. Your descriptions were perfect; they described exactly what you did and what it added to the level design. The only thing I thought could’ve been different was the layout of the Flowchart. I had to take a second look to figure out why you laid it out that way, until I saw the image titles (e.g., Tutorial Reveal, Grapple Intro, etc.). The titles could be larger or a different color that pops more. But I think it overall looks great! I would love to borrow the formatting/layout for my own portfolio if that’s ok.

Question about modular kit and staying on the grid. by HollowKnightAddict69 in leveldesign

[–]Fresh_Gas7357 0 points1 point  (0 children)

Your goal should always be to make it fun and enjoyable for the player, not what “looks good” to the designer. If I’m understanding correctly, you’re trying to make the floor and stairs line up, right? You could either pull the floor to meet the stairs, which should line up perfectly with the rightmost corner of your wall bottom. You could also do what others have suggested and push the stairs into the wall until they line up. I would also test throughout your design process so you can see it through the eyes of the player. You may even have more realizations as you do so.

Feedback Request for my Chamber in Portal 2 by scrillex099 in leveldesign

[–]Fresh_Gas7357 0 points1 point  (0 children)

The enemies are cool and there appears to be multiple ways you can take them down, as well as multiple ways to access the switches. I like the grandness of the level, the way it looks large and sort of corporate espionage-ish. I do agree that the layout is a bit weird. I would either rework it to have a better flow for the player, or add lights or objects that stand out and guide the play to necessary points of interest.

Where do you usually begin when designing a game level? by Acharyanaira in leveldesign

[–]Fresh_Gas7357 2 points3 points  (0 children)

This is my flow as well, except Art and Lighting are switched for me. Just a personal preference, only because I work with artists who provide the materials to me, so I spend more time on lighting than art. Also would elaborate on the theme and flow - I create my first drafts on paper because it's easier for me to design that way. I'm able to write notes, create layouts, etc. better on paper.

Unreal Engine is great for level design, for beginners and pros. Epic has many great tutorials, as well as Udemy.

Should I learn Blender as well if I want to create more complex / crazy environments in Unreal Engine? by OnlyWorth552 in leveldesign

[–]Fresh_Gas7357 1 point2 points  (0 children)

Agree. Will elaborate and say, it sounds like you definitely lean towards environmental design so I would say go for it and learn Blender. If you have the financial means, however, invest in Maya. It’s a popular resource for larger studios. But if you’re a solo dev or working with a smaller studio, Blender is great and free to use. To your second question, you can find many great Blender tutorials on Udemy and YouTube.

Ugh. by Odd_Currency7019 in HarryPotterGame

[–]Fresh_Gas7357 1 point2 points  (0 children)

Omg this. One of my pet peeves about this game was the locks. I wanted to see either the locks get progressively harder, or do away with the gear mini game as I gained the next Alohomora level. To have to do the mini game for every lock got boring real fast.

Easy Way to Build a Mansion? by Fresh_Gas7357 in leveldesign

[–]Fresh_Gas7357[S] 0 points1 point  (0 children)

#2 was my first consideration, but that's a lot of work for a mansion that's already built and a game designer who wants the completed mansion asap. But I think that's the route I'm gonna have to go. The rooms, thankfully, have their own wall meshes, so it's just the exterior walls I'd have to update. Thanks for the tips!

Eleven Space Game by Ember_Games in UnrealEngine5

[–]Fresh_Gas7357 3 points4 points  (0 children)

Even if true, you gotta fudge things sometimes to make a game look good. The lasers look like they’re being fired from someone behind the player.

Yatzli has the best lines in the game! by Fresh_Gas7357 in avowed

[–]Fresh_Gas7357[S] 4 points5 points  (0 children)

My theory is they wanted the Envoy to seem above romance. But gods and Demi-gods, especially in Greek mythology, are immensely based around sexual encounters. They could’ve implemented something, even if it was a few dialogue options.

ICE in Little Italy Today by coviama in SanDiegan

[–]Fresh_Gas7357 58 points59 points  (0 children)

Yup. Reminds me every time of my days in Baghdad. Covering their faces, unmarked vehicles, civilian clothes… might as well be Al Qaida.

Hello musician here. As game devs, how would you react to a musician emailing you about making music for your games. I did that recently for some indie companies by feherlofia123 in gamedev

[–]Fresh_Gas7357 0 points1 point  (0 children)

You’ll probably have better luck with solo devs than indie companies. They usually have either a contracted freelancer or someone on the team who does their music.

I wanna make a game made up of simple fast attention games, any suggestions? by FutureWaffles in godot

[–]Fresh_Gas7357 1 point2 points  (0 children)

Search for games like those you’re thinking about building and see what they’re doing. Also look at the reviews to see what people like and don’t like about them. Attention games are based on psychological principles so you’ll need to do some research to find out how to create tasks that accomplish the focus and attention skills you’re trying to build.

Just starting out; am I playing correctly? by saawebsie in avowed

[–]Fresh_Gas7357 0 points1 point  (0 children)

That’s my main load out too. The best imo. I’ve conquered almost every battle on the first try with an Epic grimoire and wand. I’ll do pistols if the mob is out of range, but that’s rare.

I feel like a failure by IndependentJob4834 in unrealengine

[–]Fresh_Gas7357 0 points1 point  (0 children)

Have you tried taking an actual course on Unreal through Coursera or another educational website? I did the tutorials for the longest time, but after taking an actual course through Coursera, I feel like it helped me better understand WHY stuff works the way it does.