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Sunday 13 March 2011
Combat Design in Resistance 3 (GDC 2011)
Tags:
Combat
,
Level Design
,
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GDC 2011 presentation of Insomniac Games on how they designed the combat encounters on Resistance 3.
Key points are:
Give the combat area an easy to read layout.
Keep the action in the player's field of view.
Use subtle visual clues (e.g. enemy/ally movement) to hint the player at what to do/ where to go next.
Insomniac Games - Articles
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