~/talk

Desperados III - Designing a Level the Mimimi Way

links:none on file
links:none on file
links:none on file
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Intro
  2. 0:44Desperados III
  3. 3:14Basics of a Level
  4. 3:55How we pick a level setting
  5. 4:32Level Goals
  6. 7:11Challenges when Blocking
  7. 8:37Camera Occlusion
  8. 11:43What's the point?
  9. 21:38Technical excursion
  10. 22:24Asset placement considerations
  11. 26:28Definition Setup
  12. 28:05Setup Building Blocks
  13. 30:00Enemy Types
  14. 30:42Timed Routine
  15. 31:41Standard Cam
  16. 32:39Entry Points, Verticality & Cover
  17. 39:52Gameplay Dialogue Priorities
  18. 45:36Clue Dialogues
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.