У нас вы можете посмотреть бесплатно Project Open Veins - The Mourning Forest - Level Design by Guilherme Martins или скачать в максимальном доступном качестве, видео которое было загружено на ютуб. Для загрузки выберите вариант из формы ниже:
Если кнопки скачивания не
загрузились
НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием видео, пожалуйста напишите в поддержку по адресу внизу
страницы.
Спасибо за использование сервиса ClipSaver.ru
Portfolio:https://www.artstation.com/artwork/a0... Role: Level Designer / Game Designer Tools: Unreal Engine 5, Maya Overview: This level focuses on introducing new gameplay elements through exploration, combat, and player agency. Players enter a forest region under threat from overseas invaders whose weapons are actively destroying the environment. The experience is structured around fast pacing, constant decision making, and the discovery of new mechanics, NPCs, and lore. As players progress, they uncover the source of the destruction, interact with new characters, and gain access to tools and systems that expand both gameplay and narrative understanding. Design Goals: Introduce new NPCs, mechanics, and obstacles through gameplay rather than exposition. Encourage player agency by allowing multiple approaches to objectives and encounters. Create a fast-paced level rhythm driven by exploration, combat, and destruction objectives. Establish clear primary goals centered on destroying invasive weapons affecting the forest. Reveal lore progressively through environmental storytelling and character interaction. Introduce a new ally character who supports the player’s long-term journey and conflict. Present new systems such as portals, enemy archetypes, and interactive world elements What I Did: Designed the level layout to support high pacing and continuous player engagement. Structured objectives around locating and destroying enemy weapons across the environment. Introduced new NPC types and encounter setups to expand gameplay possibilities. Integrated environmental storytelling to show the impact of the invaders on the forest. Implemented discovery moments tied to lore, including new technologies, portals, and weapons. Designed spaces that support multiple approaches, reinforcing player agency in combat and traversal. Created progression beats leading to the introduction of a new ally character. Iterated on combat flow, readability, and objective clarity through playtesting Focus Areas Gameplay Onboarding • Player Agency • Fast-Paced Level Design • Objective-Driven Exploration • Environmental Storytelling • NPC Introduction • Combat Encounters • Lore Integration • New Mechanics Introduction • World Building