![]() I imagine there were some difficulties in recreating a 'souls-like' level within the context of an FPS. By the time I was ready to make a new map, Dark Souls would be my new source of inspiration artistically and structurally.ĭark Souls is obviously not a First Person Shooter. The level had such character, to this day there is literally nothing else like it in gaming and many of the different set pieces in the game that I go over in the intro of the video stuck in my head long after my play through and I couldn't get it out of my head. I had just gotten done playing through both Dark Souls 1 and was pretty inspired. You touch on this in the video, but can you tell us a little bit about the genesis of Last Bastion? Level ideas can arise from so many things, ranging from geometric shapes, historic events, or even just a general mood. So, you've recently released a 'Making Of' video for your level Last Bastion. Wow, you've been honing your craft for quite a long time already. Eventually I discovered halos forge and as you can imagine, went wild with it. As I grew up and became embarrassed of my toys and stacks of paper games, I threw them out. ![]() Even when I didn't have others to play with I would play by myself and design entire plot lines, character stats, game worlds, recording everything on paper as I would play them out in my head. I love creating experiences for others and watching them figure them out. Like whenever me and my family would go out to eat I liked to design intricate maze maps with locks and keys similar to dungeons in Zelda for my sisters. as a kid I used to design my own games with whatever I could get my hands on. My interest in design stretches as far back as I can remember. Can you share a little bit about your history designing levels - Have you always had an interest in design? How long have you been at it? Do you remember your first project?
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