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Inspiration & Reference
I just wanted to know if people had any links to good websites for either level design inspiration (photos, paintings, concept art, etc.) or just for architectural reference. We had a thread like this on the old qmap, but we know how much good that does us.
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Maybe just my feverish state of mind, but this seems like the website that never stops giving. And it's a bit of a descent in to madness: http://butdoesitfloat.com 
 
Musings on Successful Multiplayer Maps by Eric Schwarz
http://www.gamasutra.com/blogs/EricSchwarz/20121012/179335/ 
Apotheon 
looks like fun if you're on pot 
1+ 
for the pot ^^ 
Hah 
Borderlands 2 Art 
Also... Halo 4 
Nice Stuff 
Thanks. 
Wow 
christ, some of the texture work there is spectacular. I'd love to see their workflow on some of them. 
Wait... 
Kenneth Scott... Sparth...

I need to get Halo 4. 
 
PSA: The images in the post are resized by your browser which might look really terrible. Click on them for full size. Stupid blog editor!

Megatexture my ass? http://s3.amazonaws.com/polycount/halo4envart/jm30c.jpg http://s3.amazonaws.com/polycount/halo4envart/jm402.jpg 
Halo 4 
Halo 4 looks exactly like Doom3. I don't say I don't like it, but Halo3 was much more original. 
 
said exactly the same to a friend yesterday ^^ 
 
 
My random collection of Quake fan-art: http://www.quaddicted.com/quake/fan-art/

If you are bored, sort it! :)

Warning: 11MB of thumbnails. 
 
http://imgur.com/a/TUGto#0

Pong, rebuilt using original schematics. There are descriptions below each image. There is also a video of it in action:

http://www.youtube.com/watch?v=WS8JTAK34Fg 
Pong Blaster 
.. I know somebody in my company that will spend his week-ends to resurrect this :D Electro-geek home-made game are fun ! 
This. 
http://spaceghetto.st/?q=content/friday-january-11-125454-pm

Warning: NWS COCK at the end but a huge variety of coolness before that. 
 
why were there cocks at the end? 
 
heh, i thought he was kidding and it would be like a rooster or something. -_-

there is coolness though: https://lh6.googleusercontent.com/-WLaGUeGV6gU/UPBLmvGDhOI/AAAAAAAAFyY/OfCAWbwxd9o/s800/3Pjr4.jpg 
 
I'm pretty sure that was used as the design for one of the bosses in Shadow of the Colossus. 
 
great post about platformer enemy design: http://www.frogatto.com/?p=1253 
Very Good. 
Very self aware design and disection of the why's and wherefore's.

And this comment from the article it links made me laugh:

If video games exist to make you feel like a rockstar, then power-ups are the nosecandy that fuel you and alter your world for a short time until it all comes crashing down. And then you will do anything to get another one.

Because it's exactly fucking right. 
Wall Of Words 
I thought the blog was poorly formatted and could have easily had some graphics to demonstrate the point. I also found it hard to read as a huge wall of text and I am sure it will turn away a lot of people.

Besides the formatting the thought about monsters acting in pairs is a good idea that is already used in plenty of different types of games. Introduce monster A (melee only) and then introduce monster B (range only) and then put them together to create something more challenging for the player.

Probably the most important aspect of monster design is how they are initially introduced to the player and having specially design levels to highlight their abilities is what makes them challenging. 
 
Without solid examples it's just a block of words to me :E

Also I agree with Sock's comments. He's viewing enemy design as creating creatures to suit the environment they have in mind, rather than creating environments that do new and creative things with existing assets.

Fine if you've got artists that can churn out the new stuff like they appear to have though. 
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