8 More Practical Level Design Ideas from "Mirror's Edge"

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  • เผยแพร่เมื่อ 5 ก.พ. 2025
  • For Complete Tutorial Visit: www.worldoflev...
    8 more practical and handy level design ideas from "Mirror's Edge" you can start implementing right after reading this tutorial.
    These ideas include:
    use of elevators
    facilitating movement forward
    breaking up pacing
    creating memorable moments
    environmental hazards
    framing the player's perspective
    exploring, rewards
    using landmarks
    Next Tutorial - How to Use Color to Create Game Environments Like "Mirror's Edge": • SECRETS to Using Color...
    ---------------------------------------------------------------
    Buy the Highly Rated Level Design Book I wrote (Paperback and Kindle): "Preproduction Blueprint: How to Plan Game Environments and Level Designs". Get your copy here: amzn.to/2GcFjOK
    Easy 11-Steps Guide to Planning Your Game Environment and Level Design Projects.

ความคิดเห็น • 17

  • @WorldofLevelDesign
    @WorldofLevelDesign  6 ปีที่แล้ว +2

    For Complete Tutorial Visit: www.worldofleveldesign.com/categories/level_design_tutorials/more-practical-ideas-mirrors-edge.php
    Next Tutorial - How to Use Color to Create Game Environments Like "Mirror's Edge": th-cam.com/video/RJ6zpJJ_6Hs/w-d-xo.html
    Purchase "Preproduction Blueprint" book: amzn.to/2GcFjOK

  • @Pichuscute
    @Pichuscute 6 ปีที่แล้ว +9

    I'm so happy to see so much of Mirror's Edge being picked apart by you here. It really deserves this kind of attention more, because it's a great, relatively clear example for level design.

  • @RazorOfArtorias
    @RazorOfArtorias 6 ปีที่แล้ว +6

    I really want to start implementing Intermittent Reinforcement on my exploring. I think I'm using always some kind of reward on my Level Designs.

  • @harrysanders818
    @harrysanders818 6 ปีที่แล้ว +3

    I think Tip Nr.4 is one of the coolest. It has so many use cases and advantages which can be combined. Will defenetly keep that in mind in future. Already noted down. I also find Tip 5 very good as well. As such memorable moments serve as a novelty and makes the whole game, if one would see it as a composition in itself, more interesting and memorable. As well as Tip 7, which I always find very appealing in games , as I like to explore a lot even in linear actiongames as well. Also thanks for hinting out Intermittent Reinforcement. A very interesting concept that I will keep in mind from now on. The Consistent Guiding Element tip is no less important as all the others I think, if not even on top in the hirarchy of importance. But surely sometimes tricky to get right I guess, depending on what style you are going for, oversaturated red pointers could maybe come across a bit odd in a more realistic and less stylized environment. But there are surely ways. I especially like that "big building or area you consistenlty see somewhere far away during exploration, which seem like you can go there sometime later on". Not only does this guide the player but is also a great compositional device to get the principal of Dominance into a level design. I think lighting is especially powerful in guiding the player. As Value Contrast is always an intensive attention grabber.

  • @gregaaron89
    @gregaaron89 6 ปีที่แล้ว +1

    You’re really making me want to play this again

  • @ShesThe1yup
    @ShesThe1yup 5 ปีที่แล้ว +1

    good vid, I miss mirrors edge, I want to see more of the interior designs, like the kitchens and so forth

  • @zetroxgamedesigner4002
    @zetroxgamedesigner4002 6 ปีที่แล้ว +1

    I like your videos, I always learn new interesting tricks :) Could you make suggestions for level design ideas for games open world ? :)

    • @WorldofLevelDesign
      @WorldofLevelDesign  6 ปีที่แล้ว

      Thanks Z.
      I don't have anything concrete to share right now. What I would do is begin playing 2 games. GTA5 and Red Dead Redemption 2 exclusively. I would observe and analyze how they created the world, mission structure, story arcs, characters and character interaction, world design and what I could do in it and take massive amounts of notes on what I came up with. In open world games, I don't think it is so much about specifics of level design like it is in non-open world games, but it is more about the mission design, game mechanics and world design.

  • @Sp1cyP3pp3r
    @Sp1cyP3pp3r ปีที่แล้ว

    Such a cool video

  • @tutiloco6749
    @tutiloco6749 5 ปีที่แล้ว +1

    Great vídeo amazing ideas

  • @GameTesterBootCamp
    @GameTesterBootCamp 6 ปีที่แล้ว +1

    I don't know if you guys are aware of this or not but back when I was attending Full Sail University Online, they would use your channel as their "course material". And I don't mean just a light mention or one link, the entirety of some courses was just them linking to your channel. They are making hundreds of thousands of dollars of your hard work...just figured you would like to know.

    • @WorldofLevelDesign
      @WorldofLevelDesign  6 ปีที่แล้ว +3

      Thanks Daniel. Yeah, I've had a few students and grads tell me the same thing from different colleges and schools. I try to look at the upside. They do send traffic to the website and many students and professors end up supporting me directly buying the premium tutorials I have in the store. And the students tend to come back and continue watching the tutorials way after graduating. Maybe one day the schools can send me a thank you bonus lump sum. :)

    • @GameTesterBootCamp
      @GameTesterBootCamp 6 ปีที่แล้ว

      @@WorldofLevelDesign I'm glad it's working out pretty well for you guys. It just sucks for the students. I know that it's not on you guys to take up this fight or to fight on our behalf. Especially when it's only helping you guys. It just sucks that those of us are paying so much money for a teacher to simply give us a link to a free TH-cam channel. I'm in debt $60k from Full Sail when I could have just found your channel for free.
      You guys do awesome work, so I'm happy you're at least getting something out of it. But I can't help but feel like Full Sail is taking advantage of people and you're somewhat okay with it. I'm sure that comes across as dickish but I promise I don't want to be that way. I know you're likely not 100% okay with it, but what exactly could you even do if you wanted to stop it? I'm not a lawyer so I wouldn't even try to say what could be done. Anyhoo, just wanted to let you guys know. Take care. Keep up the great work.

    • @WorldofLevelDesign
      @WorldofLevelDesign  6 ปีที่แล้ว +2

      I totally understand where you coming from. During my 4-years in college I realized I'm on my own to learn most of what I had to learn. In one of my classes I was constantly told if I had questions about how to use Maya, use F1. Other classes I spent asking people in class how to do something rather than asking the professor.I saw a high turn over rate for professors and most of them were great at what they did but couldn't communicate that effectively to teach others. They shouldn't have been teaching to begin with. So most of my time was spent learning on my own. Just like I did before I got to college. This is probably in many ways why I create tutorials. You are right, I'm not 100% happy with colleges using my work as their entire curriculum. In the end I can only focus on creating the best work I can do and try to help people like you. So i get where you coming from. Thanks for the support Dan. That means a lot to me. Take care.

  • @abouzarpourranjbar
    @abouzarpourranjbar 6 ปีที่แล้ว

    Nice and neat

  • @yakinwissem8665
    @yakinwissem8665 6 ปีที่แล้ว +1

    can you do how to make an uncharted look alike level layout?
    or overwatch!