~/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

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.

AI-written summary · about

  1. 0:00Start
  2. 2:17New Orleans
  3. 3:13The Basics of the Level
  4. 3:46Concept Arts
  5. 6:00Second Iteration
  6. 7:17Streets
  7. 7:58Map Space
  8. 8:39Camera Occlusion
  9. 12:40Player Guidance
  10. 14:16Brothel Area
  11. 15:40The Coherence
  12. 16:54Tram Tracks
  13. 18:16Add Visual Appeal
  14. 21:38Technical Excursion
  15. 23:15Changes to the View Cone Occlusion
  16. 24:47Enemy Setups
  17. 26:29Building Blocks
  18. 29:13Entry Points Verticality and Cover
  19. 30:16Bottlenecks
  20. 30:33Cover Placement
  21. 39:55Dialogue during Gameplay
  22. 40:21Characterization
  23. 40:51Delivering Plot
  24. 43:28The Investigation
  25. 45:34Scripting Diagrams
~/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.