Desperados III - Designing a Level the Mimimi Way
summary
Shows how Desperados III levels actually get made: concrete claims about timelines (levels take one to three hours), tools used (Unity engine), technical constraints (navmesh and view-cone occluders), and the edits that happen (a complex steamboat is cut). Demonstrates a full New Orleans level case study with iteration, camera occlusion solved by horseshoe district layout, enemy setups built from reusable blocks, and gameplay-tested randomization (three randomized objectives) so it’s clear what was built and which solutions succeed.
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chapters (25)
- 0:00Start
- 2:17New Orleans
- 3:13The Basics of the Level
- 3:46Concept Arts
- 6:00Second Iteration
- 7:17Streets
- 7:58Map Space
- 8:39Camera Occlusion
- 12:40Player Guidance
- 14:16Brothel Area
- 15:40The Coherence
- 16:54Tram Tracks
- 18:16Add Visual Appeal
- 21:38Technical Excursion
- 23:15Changes to the View Cone Occlusion
- 24:47Enemy Setups
- 26:29Building Blocks
- 29:13Entry Points Verticality and Cover
- 30:16Bottlenecks
- 30:33Cover Placement
- 39:55Dialogue during Gameplay
- 40:21Characterization
- 40:51Delivering Plot
- 43:28The Investigation
- 45:34Scripting Diagrams
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