The panel kicked off with a breakdown of the design team’s approach to mapmaking into three clear steps:ġ) Find the “fun factor.” No matter how intricate or perfectly coded your map is, if it isn’t fun, no one will want to play it. Lead Level Designer Matt Morris, Senior Level Designer Richard Khoo, Level Designer Jason Huck, Level Designer Matt Gotcher, and Data Specialist Justin Klinchuch discussed a variety of topics with the audience, including their design philosophy, mapmaking tips and suggestions, official custom map previews, and a critical look at the StarCraft II Editor. The StarCraft II Custom Maps and Editor panel, new this year to BlizzCon, proved to be a treasure trove of information for aspiring mapmakers and anyone interested in the StarCraft II custom map scene.
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