What it means to design gameplay "skateboard first" (HL2 level part 2)

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Published on ● Video Link: https://www.youtube.com/watch?v=uuCMeH7a_Es



Half-Life 2
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Duration: 34:46
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It's all about designing iteratively.
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Part 1: Designing the level in text first: https://www.youtube.com/watch?v=0FSssDWEFLc
Part 2: Starting to build the skateboard: https://www.youtube.com/watch?v=uuCMeH7a_Es
Part 3: Blocking out the final act: https://www.youtube.com/watch?v=5SSBNNaBSrA

00:00 - Hello, Hammer
01:04 - Immediately making something playable
03:43 - Building the beginning and the end
07:37 - A scaleable plan to expand
09:09 - Henrik Kniberg's Skateboard Approach
11:50 - Sketching out the next iteration
17:55 - Adding the escape vehicle and the bulletproof window
20:54 - Blocking out the building the player needs to escape
23:58 - Testing the first blockout of the building
26:04 - First fixes
29:38 - Final fixes for our skateboard version
32:46 - The player can finally fit in the vent!

This video 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

#leveldesign #halflife2







Tags:
level design
steve lee
creative process
half life 2
skateboard
hammer editor



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