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thread 1/7
Overviews! I love them but they quickly fall out of grace in the fast iterations of #gamedevelopment
This is a slightly pimped #overview of a level I'm currently making together with my #leveldesign students.
thread 2/7
these are my thoughts about overviews; they are super important in the beginning of a project when trying to find the right path and communicating you #leveldesign ideas to your team.
thread 3/7
In #gamedev the game is god. therefore all documentation including LDD:s are living documents in the beginning but tend to fall of the grid later in the production. I use overviews to fast forward my own designs in the alpha-stage of the production.
thread 4/7
pen and paper is my preferred weapons of choice, sometimes I use Photoshop, but speed is the key. The less tools you have the less choices you have to make. This is my rough sketch of the level. I take it this far and then open the editor to block it out.
thread 5/7
I do a rough #blockout and get a feel for the space. Then I return to my paper and iterate the design.. because doing it on paper it a thousand times faster. Then I go back and forth until I realize that the paper design is no longer needed.
thread 6/7
The absolute fist doodles is called the 'ideation' phase and the result is sometimes called the 'parti' ... the soul of the creation.
thread 7/7
In some productions u need to touch up your overview once the level is done.. for communication with publishers, or for artists for beautification to ship with the game. then u do not use old sketches. You do a paintover of a top-down screenshot of your level.
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