04242019 Gamasutra - Game Design Deep Dive: Maintaining tension in Nex M

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Published on ● Video Link: https://www.youtube.com/watch?v=dAq4F_6DqkY



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#game information about: Deep Dive, Gamasutra, specific design art, technical features, video game, simple fundamental design decisions, pixel animations, Crawl, Watch Dogs, ’ s, Invasion, Privacy, intricate level design, Dishonored, Clockwork, Hello, Henri Mustonen, Housemarque, such titles, Dead Nation Outland, Stardust Delta Resogun, Alienation, game design, level design, Nex Machina, twin-stick arcade shooter, ’ s, collaboration project, Eugene Jarvis, Robotron, Eliminate, core gameplay, knife 's edge, level rescue humans, ’ t, battle plan, entity behaviors, good moment-to-moment decisions, Urgency, important point, prioritize things, multiple things, Layouts, humans enemy spawns, secondary weapon, secret exits visitor patterns beacons random, Disruptor, Ok, new level, humans shoot, temporary bonus enemy, opposite side ”, initial plan, obvious thing, Clear, shapes sizes, traversable areas, room determines, player spawn, rule thumb, color differences, walkable areas, non-walkable areas, clear information, dead ends, initial pre, new ones spawn, initial challenge, level ’ s rules, enemy usage, Often, individual enemies, place splines portals, area spawners, Enemy, direction spawn frequency, general shapes, small upper hand, enemy spawns, enemy spawns, rapid interval, long independent spawners, different paces, ’ s, ’ s, pretty mindless creatures, tablet devices, own safety, Your, various score, token drop benefits, new level, certain anchor points, level design, trust players, Added, Harvester-enemies, Harvester-enemies, high score, Harvester, force players, game plan, ’ s, own devices, Forming, initial enemy spawns, human placement players, quick idea, enemy accumulation, human threats, don ’ t, ’ s, Understandably, good flow, Levels, ’ s, ” isn ’ t, impossible odds, spawns Time, level tends, additional elements, disruptor enemies visitor groups, disappear beacons, secret blocks, regular gameplay, level gameplay iteration wasn ’ t, exact science, long period, ’ s faults, didn ’ t, good synergies, Requiring, different approaches/solutions, short time, Understanding, enemy behaviors, dangerous ones




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Tags:
Deep Dive
Gamasutra
specific design art
technical features
video game
simple fundamental design decisions