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Can't be the final meshes.
Hmm... this level appears to have a beginning, middle and end. Also, is anyone aware if Jos' forte is combat level design or exploration design? I remember him saying that level design has a whole team behind it (artists, writers, cinematics, audio) but the gist of my query is if Jos is mostly a brick and mortar guy, plugs in the spawn points and let others to the animations.
To say that I would own something by myself completely would be reductive, false, and it diminishes the skill and work everyone brings to putting things together. As for my role, I try to be the connective tissue between the different disciplines. I'm responsible for the structure of anything I help build, the technical requirements, am the primary point of contact for the stuff I work on, and try to maintain the core vision of it. I build spaces for art to make gorgeous, I create combat layouts and spaces for the gameplay designers' enemy AI to shine in, I find spots to place loot in that a system designer built, and together with a writer I usually figure out where and how much banter and conversation material should go in, covering what different topics, make sure with a cinematic designer that they have all they need for their scene work, and make sure the overall experience isn't dull for the player. (and then when all that is done, I work with technical designers and programmers to make sure it all plays nicely without trouble on the platforms it needs to run on)
And lastly, to answer what you're maybe wondering about here, I'm working on the main story missions of the game.





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