Chapters
Transcript
Episode notes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
Introduction
00:00 • 1min
What's Your Specialization? Level Design?
01:29 • 3min
How Do You Prototyping a Level?
03:59 • 3min
Play Tests
06:33 • 2min
Play Testing
08:38 • 3min
Performance Optimization Is a Part of the Experience, Right?
11:47 • 2min
How Many Levels Do You Manage Throughout the Game?
14:01 • 4min
Is High Moon a Support Studio?
17:41 • 2min
HyperX Armada 25 Gaming Monitors
19:47 • 4min
What a Great Career!
23:25 • 2min
The Story of a Level
24:56 • 3min
How Do You Define a Level of Success?
27:44 • 3min
Nice Games.club Slash Feedback
31:01 • 2min
The HyperX Podcast Never Happened
33:06 • 3min
Call of Duty AIs Are a Lot of Different Types of Enemies in the Game
35:59 • 2min
The Challenge of Getting New Mechanics
37:30 • 4min
Having a Triple-a Studio in a Game Development Environment
41:01 • 3min
High Moon Is a Great Place to Be and I'm Glad to Be a Part of It.
44:02 • 2min
Call of Duty - Level Design and Counter Design
45:59 • 3min
Cod Games - It's a Bigger Challenge Than Other Games
48:55 • 2min
Working With the Visual Art Team
50:59 • 3min
The Best Inspiration for Level Design Is the Littlest Things
53:47 • 4min
HyperX's 20th Birthday Sale
57:39 • 2min