unNOTICED Designs – Borderlands 2 on Teaching the Player About Environmental Loot Caches

Gun fire, sword play, magical explosions and story-changing choices!  Video games house some of the largest and flashiest moments in entertainment, but what about the small ones, the little and almost too numerous to count design choices by designers that add up to make the game whole?  Let’s give notice to these unnoticed designs! Borderlands … Continue reading unNOTICED Designs – Borderlands 2 on Teaching the Player About Environmental Loot Caches

Darksiders II and Zelda TP Dungeon Progression Comparisons Pt. 2

(Right Click -> View Image in order to see at full resolution) A 2 part series in which I present and analyze data on a dungeon from both Zelda Twilight Princess (The Forest Temple) and Darksiders II (Drenchfort).  In Part 1 I explained how and why I recorded the data. In part two, I will … Continue reading Darksiders II and Zelda TP Dungeon Progression Comparisons Pt. 2

Darksiders II and Zelda TP Dungeon Progression Comparisons Pt. 1

(Right Click -> View Image in order to see at full resolution) Original design plans for Atrophy placed it in the adventure genre, mixing combat with puzzles to create a fluid experience.  As the level designer, I wanted to find a decent flow or progression to the level.  How much combat should there be versus … Continue reading Darksiders II and Zelda TP Dungeon Progression Comparisons Pt. 1