A 27min breakdown of what I sent to Arkane to be a level designer on Dishonored 2!
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This video is a deep dive on the Half Life 2 level I made as part of the level design test to work on Dishonored 2 at Arkane Studios, back in 2013.
It's part of my Talking About Level Design video series, which I've collected into this playlist: • Talking About Level Design
00:00 - Intro
00:21 - What this video is and isn't
01:51 - The brief, and how I approached it
04:35 - What do I want my level to show?
07:55 - Things I considered unimportant
09:20 - 1. Pointing the player at the intro scene
10:09 - 2. Leaving control in the players' hands
10:32 - 3. Ladders aren't for everyone
10:55 - 4. Starting the player without a weapon
11:39 - 5. Teasing the Gravity Gun
11:59 - 6. A condensed and self-explanatory layout
13:01 - 7. Showing the door before the key
14:00 - 8. The crowbar as the key to the building
14:49 - 9. Stealth without Stealth
15:08 - 10. Gravity Gun enabling systemic gameplay
15:57 - 11. Enemies with their backs turned
16:19 - 12. Ally NPC = more systemic gameplay
17:10 - 13. Civilian as a tutorial for Alyx
17:25 - 14. Overhearing NPC conversations
18:09 - 15. A little non-linear detail
18:57 - 16. A little problem - key before the door
20:24 - 17. Don't worry, be honest, take feedback
21:07 - 18. Improvising a solution to the turret
21:38 - 19. A short fight to Alyx
22:22 - 20. Helping the player finish the level
22:49 - 21. Escaping under the bridge with Alyx
23:29 - 22. Animation glitches = not important
23:57 - 23. Supporting a second route to the exit
25:05 - 24. Benefits of an economic, circular layout
26:44 - Final takeaways
#leveldesign #dishonored #halflife2
Watch video The level I made to work on Dishonored 2 at Arkane Studios online without registration, duration hours minute second in high quality. This video was added by user Steve Lee (Level and Game Design) 22 July 2021, don't forget to share it with your friends and acquaintances, it has been viewed on our site 34,39 once and liked it 2 thousand people.