~/talk

Crafting Level Design for Combat

name:Max Pears
links:none on file
slides:none on file

Practical guide to making combat feel intentional: explains weapon ranges, cover types and cover buffer spacing, and how room shape (example: figure-eight movement vs 90° corners) changes tempo. Gives studio-ready metrics: Division used 4 / 7 / 10 enemies by difficulty and a corridor tweak from 3m to 4m in Cyberpunk. Talks tradeoffs—decision points, elevation, turret as reward—and stresses iteration, cross-discipline communication, and playtesting so levels actually enable the combat systems you ship.

AI-written summary · about

  1. 0:00Introduction
  2. 1:06Level design for combat
  3. 3:54Team collaboration
  4. 6:00Encounters as puzzles
  5. 8:25Memorable combat moments
  6. 10:53Metrics and readability
  7. 13:41Player choice and momentum
  8. 15:29Controlling combat tempo
  9. 17:14Q&A
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