
Sign up to save your podcasts
Or
Game worlds and levels need to be organized. One of the most effective ways to layout a level for realism, sense of space, and fun is the "hub and spokes" design pattern. Pervasive throughout many genres of games, the guys talk about what they like about this design pattern as well as their own experience using it in games they have worked on. Additionally, the real life applications of "hub and spokes" are discussed, in regards to Disney theme parks.
Shout out to Scott Rogers and his blog, particularly for the article about Disney and game design: http://mrbossdesign.blogspot.com/
Games mentioned:
Mega Man
Mario64
Kingdom Come: Deliverance
Monster Hunter
Metroid Prime 3: Corruption
Prey 2 (Human Head)
Lost Within
Bioshock Infinite
Game worlds and levels need to be organized. One of the most effective ways to layout a level for realism, sense of space, and fun is the "hub and spokes" design pattern. Pervasive throughout many genres of games, the guys talk about what they like about this design pattern as well as their own experience using it in games they have worked on. Additionally, the real life applications of "hub and spokes" are discussed, in regards to Disney theme parks.
Shout out to Scott Rogers and his blog, particularly for the article about Disney and game design: http://mrbossdesign.blogspot.com/
Games mentioned:
Mega Man
Mario64
Kingdom Come: Deliverance
Monster Hunter
Metroid Prime 3: Corruption
Prey 2 (Human Head)
Lost Within
Bioshock Infinite