Jesus Machina
@jesus-machina.bsky.social
π€ 63
π₯ 14
π 8
Level Designer | Architect @ The Fun Pimps | 7 Days to Die π§ββοΈποΈ
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02 - Game Town Design: Kevin Lynchβs 5 city elements adapted for games: π€οΈ Paths: Player routes. π§ Edges: Define boundaries. ποΈ Districts: Unique areas. π Nodes: Key hubs. π° Landmarks: Orientation aids. Use these for memorable, navigable towns.
#GameDesign
#LevelDesign
11 months ago
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Essence before form. A river brings fresh water, long before a glass is made to drink it. Big Trouble in Little China is the content before the medium. Go watch it (again).
6 months ago
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Sometimes, the healthiest thing a game can do is give you a reason to stop. A clear pause. A moment of reflection. A way to step away without guilt. Thatβs real respect for your player.
6 months ago
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N64 platformers: timeless fun, conceived as a first explorable 3D environment for a generation of gamers. Clear paths. Visual cues. Legible navigation. Like writing a book, while also teaching the reader what a page is with a new visual language. Where to start? Banjo-Kazooie.
6 months ago
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Anyone interested in - retro consoles, retro handhelds retro handhelds - emulation devices - retroarch - Miyoo Mini, Anbernic⦠- sharing retro game recommendations - retro emulation nerd things. ?????
#RetroGaming
#RetroConsoles
#RetroHandhelds
#Emulation
#MiyooMini
#Anbernic
#RetroArch
11 months ago
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Coming soon: tips and content for level design and game design. Iβll bring content focused on 3D navigable spaces, urban layouts, and immersive environments here too. The same content on level design you may have seen from inother platforms.
#LevelDesign
#GameDesign
11 months ago
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02 - Game Town Design: Kevin Lynchβs 5 city elements adapted for games: π€οΈ Paths: Player routes. π§ Edges: Define boundaries. ποΈ Districts: Unique areas. π Nodes: Key hubs. π° Landmarks: Orientation aids. Use these for memorable, navigable towns.
#GameDesign
#LevelDesign
11 months ago
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01 - The Building Pie: A framework for urban design in games. 1) Street Level: For interaction & urban flow. 2) Floors: Define rhythm, mood & skyline. 3) Top: Recognizable from afar, interactive (rooftops, objectives). Together, they create identifiable & functional spaces.
11 months ago
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