How Dishonored 2 Level Design gets Complicated (interview excerpt)
Here's a 12-minute excerpt of my interview on the Level Design Podcast, where I talk about some of the many challenges of designing levels for Dishonored 2 (I worked on the "Dust District" mission).
The full interview is over an hour long, and you can find it in all your usual podcasty places like Spotify, and here: https://anchor.fm/leveldesign
If you like this video, please consider helping me make more (and join our Discord community!) by supporting my Patreon: https://www.patreon.com/stevelee_gamedev
00:00 - Sequels are a little easier
01:22 - Stopping the player from escaping the map
02:28 - Possession can be tricky
03:38 - Simulating more for Bend Time
05:20 - Possession and scripted death
06:52 - Where to draw the line
09:14 - Designing and Coding with emergence in mind
10:13 - (Almost) possessing severed heads
11:06 - Prey and Space
This is part of my Talking About Level Design video series, which I've collected into this playlist: https://www.youtube.com/playlist?list=PLbBhMQ8qnVWPV2XqMt3m57zQKXp-V2jS9
Discord server: https://discord.gg/geFkdZW5vp
My twitter: https://twitter.com/essell2
#leveldesign #dishonored
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Dishonored 2 Statistics For Steve Lee (Level and Game Design)
Currently, Steve Lee (Level and Game Design) has 60,849 views for Dishonored 2 across 6 videos. About an hours worth of Dishonored 2 videos were uploaded to his channel, or 15.48% of the total watchable video on Steve Lee (Level and Game Design)'s YouTube channel.