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fifarruuのブログ

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Shed a tear fut coins In Mass Effect BioWare is using a linear, phased approach to level design that builds the levels step by step, starting with only the most important parts.This method has a couple of primary requirements: from the very outset, always keep your levels playable, and always keep them at target performance.

The designers should only do the minimum of necessary work to answer the important questions about each level, most of which amount to "Can you still see how this will be fun when it's finished?"Well, this looks pretty cool and all.Each design team starts with the simple narrative overview, then immediately moves to a barebones playable version of that framework with boxy geometry, no texture maps, placeholder set pieces, and fake dialogue.