Tag: level design

Brass Tactics:Level Design Theory Part 3

By Clancy Powell, Senior Designer at Hidden Path Entertainment Designing for Different Modes While the game mechanics are core to Brass Tactics’s overall experience, different game modes present the mechanics in different ways. Level design considers this and plays up the strengths of the mode while maintaining consistency of core mechanics. 1v1: Sets the Foundation […]

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Brass Tactics:Level Design Theory Part 2

This is the second post in our Look into RTS Level Design in VR series. If you missed the first post you can read it here By Clancy Powell, Senior Designer at Hidden Path Entertainment     Foundational Mechanics After hardware and input considerations, game rules and mechanics play a large role in content development. […]

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Brass Tactics: Level Design Theory Part 1

A Look into RTS Level Design in VR By Clancy Powell, Senior Designer at Hidden Path Entertainment   Overview By now most of you reading this likely have some experience at the war table. Your stories of glorious victories and educational defeats are what we cherish. The artillery push raining fire from the high ground […]

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