Push & Pull - The Art of Guiding Players Through an Environment

Discussion in 'Halo and Forge Discussion' started by Nitro, Mar 18, 2016.

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  1. Nitro

    Nitro Guilty Spark

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    This was such a great read. The article writer CLÉMENT MELENDEZ, does a fantastic job explaining some of difficulties most of us run into when creating a level. We talk a lot about the risk vs reward in our designs to the point where some us truly do not know what it really means. Now with Halo 5 Forge amongst us, we can truly pull of some amazing designs that can really pull players in, as we seen with several designs, most recently Scavenger.

    Give it a read, I am sure most of you will enjoy it.

    http://www.clement-melendez.com/portfolio/articles/push-pull/introduction/
     
    #1 Nitro, Mar 18, 2016
    Last edited: Mar 18, 2016
  2. Merder Smerf

    Merder Smerf UCC:Forge

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    I'm only 2 pages in but this is a great read man. thanks for putting this up
     
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  3. Nitro

    Nitro Guilty Spark

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    I was reading it late last night, should have gone to bed but it kept me glued to my screen.
     
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  4. Merder Smerf

    Merder Smerf UCC:Forge

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    yea for sure. i should be working right now...
     
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  5. Blaze

    Blaze Sustain Designer
    Forge Critic Creative Force Senior Member

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    I'll likely have Siri read this to me when I'm bored. Only reading the title I feel like the best example of good guidance through art would be Portal 2. That game is actually near flawless though.
     
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  6. a Chunk

    a Chunk Blockout Artist
    Forge Critic Wiki Contributor Senior Member

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    Some of it didn't interest me much since it's geared toward single player level design. I found about the first half of it to be a really interesting read though, with most of the concepts being applicable to multi-player level design.
    Thanks for the link!
     
  7. Nitro

    Nitro Guilty Spark

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    @a Chunk

    I do agree with you on the being geared towards single player gameplay. But I think that we can still apply some of the methods fully enveloping our players into the map. We have the ability to do that now with Halo 5. I've noticed that some forgers are already doing that, which is awesome.
     
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  8. a Chunk

    a Chunk Blockout Artist
    Forge Critic Wiki Contributor Senior Member

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    I was mostly referring to the stuff that is used strictly in a single player setting. The things like communicating goals, and the section on UI/Cut Scenes. But yeah, a lot the information is really useful. It's well written too, so I found it to be an enjoyable read.
    I added it to our list of level design guides - www.forgehub.com/threads/gameplay-and-level-design.142784/
     
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