Desperados III - Designing a Level the Mimimi Way
summary
Level design claim: Mimimi builds Desperados III levels in Unity with concrete tech constraints and measurable outcomes rather than vague themes. Blocking iterates until maps fit camera and navmesh, hundreds of props become readable landmarks, and a removed steamboat proves scope pruning. Specifics include Unity navmesh and view-cone occluders, gameplay loops that last 1–3 hours per level, combat puzzles with three randomized objectives (only one contains the letter), one-to-two setups per screen, and a working showdown mode queues synchronized actions.
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chapters (18)
- 0:00Intro
- 0:44Desperados III
- 3:14Basics of a Level
- 3:55How we pick a level setting
- 4:32Level Goals
- 7:11Challenges when Blocking
- 8:37Camera Occlusion
- 11:43What's the point?
- 21:38Technical excursion
- 22:24Asset placement considerations
- 26:28Definition Setup
- 28:05Setup Building Blocks
- 30:00Enemy Types
- 30:42Timed Routine
- 31:41Standard Cam
- 32:39Entry Points, Verticality & Cover
- 39:52Gameplay Dialogue Priorities
- 45:36Clue Dialogues
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