I'm an advocate for splining in smart places to help make the game easier to maneuver but not for taking the control of freedom from a player which is why I'm happy to see that the level has only changed for the better but kept what really worked. I'm happy to see that there's a clearer tutorial and that this first portion barely changed aside from some fencing and the much needed splines to give us "Edge Assist". It makes you feel like you can do anything. You being in the eye of the spiral and moving out of focus into a much larger world than you imagined. It's kind of an actually really smart choice to model a level. It even follows the golden bezier circle. But I thought the level design in the first portion of the level was extremely straightforward in how it lead your eyes to the next place to go. You know, maybe it's just because I'm an artist.
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