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player

movement

on book.leveldesignbook.com
book.leveldesignbook.com › process › blockout › metrics
Metrics | The Level Design Book
...Player metrics (or physics metrics) are factual numbers measured in-engine like player size, movement speed, maximum jump height, etc.
describes game physics, derived...
book.leveldesignbook.com › process › blockout › metrics
Doom metrics | The Level Design Book
...players, for whom basic movement and avoidance were challenging enough, without monsters making it much more difficult. However, as a more advanced FPS player...
book.leveldesignbook.com › process › combat
Combat | The Level Design Book
...Instead of movement or aiming, Halo is about managing damage:
"In almost every modern FPS, the player moves fairly slowly and a huge proportion...
book.leveldesignbook.com › process › layout › flow
Verticality | The Level Design Book
...of Duty, players often park their camera's vertical rotation aimed at roughly head / chest height, and restrict their aiming movements to the horizontal...
book.leveldesignbook.com › process › blockout › metrics
Quake metrics | The Level Design Book
...Think of their movement more like semi-chaotic pinball rather than a tactical cover shooter.
Give more ammo than the player will need. A...
book.leveldesignbook.com › culture › zero player
Zero player level design | The Level Design Book
...the player’s performance, the zero player level’s very shape and geometry is the performance. That performance is a dance, a movement in...
book.leveldesignbook.com › process › preproduction
Pre-production | The Level Design Book
...THINK FROM THE PLAYER'S PERSPECTIVE.
Avoid abstract experience goals. Imagine the player's perspective.
For example, "the player should enjoy non-linearity" focuses...
book.leveldesignbook.com › process › layout › typology
Typology | The Level Design Book
...You know where the player must go and how much time the player will likely take.
To speed it up, add downward slopes, one...
book.leveldesignbook.com › process › blockout
Blockout | The Level Design Book
...the player jump where they're supposed to jump?
Flow. Does movement feel slow or fast, smooth or complex? What type of movement is...
book.leveldesignbook.com › culture › unfinished pages › history encounter design
History of encounter design | The Level Design Book
...because the player moves so quickly in Doom, and because most enemy attacks are dodgeable, the player can avoid a significant amount of damage...