F.E.A.R. - Level and Enemy Design
In which I pretty much just use the shotgun.
F.E.A.R. gets a lot of worthy praise for its revolutionary A.I., awesome lighting and environmental destruction, but its level design goes severely underlooked. Here I talk about F.E.A.R.'s often great map design and why they are just as important as the A.I. itself in creating dynamic and interesting enemy encounters.
I highly recommend reading Jeff Orkin's "Three States and a Plan: The A.I. of F.E.A.R.": http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf
Follow me on twitter if you're into that sort of thing. https://twitter.com/Turbo_Button
Support me on Patreon if you're up for that https://www.patreon.com/turbobutton
Music Used:
Nas - Get Down (Instrumental)
Big Pun - Still Not a Player (Instrumental)
Yakuza - Funk Goes On
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