#combatdesign search results

What are some interesting enemy design layers that are slowly introduced to the player in Hollow Knight? Enemies need to provide increased challenge over the course of a game but also be digestible/fair to learn. Let’s look at early to mid game enemies. #gamedev #combatdesign 🧵

jasondeheras's tweet image. What are some interesting enemy design layers that are slowly introduced to the player in Hollow Knight? Enemies need to provide increased challenge over the course of a game but also be digestible/fair to learn. Let’s look at early to mid game enemies. #gamedev #combatdesign 🧵
jasondeheras's tweet image. What are some interesting enemy design layers that are slowly introduced to the player in Hollow Knight? Enemies need to provide increased challenge over the course of a game but also be digestible/fair to learn. Let’s look at early to mid game enemies. #gamedev #combatdesign 🧵
jasondeheras's tweet image. What are some interesting enemy design layers that are slowly introduced to the player in Hollow Knight? Enemies need to provide increased challenge over the course of a game but also be digestible/fair to learn. Let’s look at early to mid game enemies. #gamedev #combatdesign 🧵
jasondeheras's tweet image. What are some interesting enemy design layers that are slowly introduced to the player in Hollow Knight? Enemies need to provide increased challenge over the course of a game but also be digestible/fair to learn. Let’s look at early to mid game enemies. #gamedev #combatdesign 🧵

Should I write up a blog post on this enemy? 🤭 #gamedesign #combatdesign

jasondeheras's tweet image. Should I write up a blog post on this enemy? 🤭 #gamedesign #combatdesign

In #JediSurvivor there are tuning tweaks that myself and combat team added based on the difficulty you choose. For example, in Story Mode, you can pull some enemies towards you without them resisting and attacking you. #gamedev #combatdesign


Hello, everyone! Back into combat design prototyping. Here is a sneak peek of one of the animation finishers! #gamedev #combatdesign #ue5 #indiegame #indiedev #combat #videogames #unrealengine #thelastofus #diablo4


Shield attack? This dude doesn’t give a fck! 💥🛡️ When Hulk Knight charges, even his own guys learn to fly. Get in his way - I dare you. 😈🔥 #GameDev #IndieDev #CombatDesign #EnemyAI


Throw it like you mean it!💥 Heavy Shuriken is for when you want your ranged attacks to REALLY hurt! 本気で投げろ!💥 ヘビー手裏剣は遠距離攻撃でも本気で痛めつけたい時に! #Indiegame | #ActionAdventure | #CombatDesign | #GameDev | #ゲーム制作


In #JediSurvivor harder difficulty modes can make some enemy attacks less forgiving (the inverse of my Story Mode tweet). For example, in Jedi Grand Master, the Mogu grab auto slams the player; in other difficulties, the player gets a mini-game to escape. #gamedev #combatdesign


SENIOR / PRINCIPAL COMBAT DESIGNERS! Want to come work on an online cooperative combat game set in a fantasy London!? Please get in touch, we want to hear from you. playstationlondonstudio.com/join-us/job/?i… #combatdesign #encounterdesign

ShakaInc's tweet image. SENIOR / PRINCIPAL COMBAT DESIGNERS!

Want to come work on an online cooperative combat game set in a fantasy London!?

Please get in touch, we want to hear from you.

playstationlondonstudio.com/join-us/job/?i…

#combatdesign #encounterdesign

Awesome #combatdesign #gamedesign discussions happening in the Funsmith.club: Feel free to join in!

Xelnath's tweet image. Awesome #combatdesign #gamedesign discussions happening in the Funsmith.club:

Feel free to join in!

This is “Naive” from #TheLandOfTheMagnates Do you remember the LinkedIn post explaining the hidden shapes behind these characters? So take another look! & if you ever get the chance to meet Naive just press Square!🎮 #combatdesign #gamedev #characterdesign #permanentwaystudio

permanent_way's tweet image. This is “Naive” from #TheLandOfTheMagnates

Do you remember the LinkedIn post explaining the hidden shapes behind these characters?

So take another look! & if you ever get the chance to meet Naive just press Square!🎮

#combatdesign #gamedev #characterdesign #permanentwaystudio
permanent_way's tweet image. This is “Naive” from #TheLandOfTheMagnates

Do you remember the LinkedIn post explaining the hidden shapes behind these characters?

So take another look! & if you ever get the chance to meet Naive just press Square!🎮

#combatdesign #gamedev #characterdesign #permanentwaystudio

Uppercut Launch‘em🚀 Dunk Smash‘em💥 Throw‘em 🏈 combat base is shaping #UnrealEngine5 #prototype #combatdesign #tekkenxsmashbros


More Combat Design in Lobo: Eliminating an enemy might trigger an investigation. Enemies will scour potential hiding spots, favoring locations behind walls, intensifying the hunt. #ue5 #gamedev #combatdesign #indiegame #indiedev #zombies #videogames #gaming #gamedesign #lobogame


Spending way too much time explaning the history of terminology to be able to explain this image appropriately. #gamedesign #education #combatdesign #hit #hurt #boxes #why

Xelnath's tweet image. Spending way too much time explaning the history of terminology to be able to explain this image appropriately. #gamedesign #education #combatdesign #hit #hurt #boxes #why

What side scroller has the best combat mechanics? Comment Below! #RetroGaming #SideScrolling #CombatDesign #GameDev

TKG_Studios's tweet image. What side scroller has the best combat mechanics?

Comment Below!

#RetroGaming #SideScrolling #CombatDesign #GameDev
TKG_Studios's tweet image. What side scroller has the best combat mechanics?

Comment Below!

#RetroGaming #SideScrolling #CombatDesign #GameDev
TKG_Studios's tweet image. What side scroller has the best combat mechanics?

Comment Below!

#RetroGaming #SideScrolling #CombatDesign #GameDev
TKG_Studios's tweet image. What side scroller has the best combat mechanics?

Comment Below!

#RetroGaming #SideScrolling #CombatDesign #GameDev

👋 Hello, everyone! Introducing a new feature in Combat: Critical Hits. Level up, acquire new weapons, and enhance your chances of unleashing devastating attacks! #GameDev #CombatSystem #combatdesign #ue5 #unrealengine #madewithunreal #gamedesign #indiegame #indiedev


👋 Hey, everyone! Every encounter, every life you take, it matters. Remember, when you send your enemies to their demise, they're hyper-aware of the fallen, and they will be looking for you. #ue5 #ai #combatdesign #gamedev #indiegame #indiedev #thelastofus #godofwar #videogames


We're still on the lookout for a talented Combat Designer to create and drive the combat vision for our magical co-op Playstation project! If you or anyone you know is interested, please get in touch, my DMs are open. #combatdesign #gamedesign

ShakaInc's tweet image. We're still on the lookout for a talented Combat Designer to create and drive the combat vision for our magical co-op Playstation project!

If you or anyone you know is interested, please get in touch, my DMs are open.

#combatdesign #gamedesign

Here's some stuff I was messing around with today while watching the Tekken World Finals. #ue5 #unrealengine5 #combatdesign #martialarts #encounterdesign


⚡️ NEW: A game design role focused on The Division 2's PvP modes! 🔫 💼 Lead PvP Game Designer [The Division 2] 🏢 Ubisoft 🇷🇴 Bucharest 📃 Full Time 🎚 Senior 🏷 #GameDesign, #MultiplayerDesign, #CombatDesign, #TheDivision Link to apply below 👇


⚡️ NEW: Design combat systems for a new Witcher game! ⚔️ 💼 Expert Combat Designer 🏢 CD PROJEKT RED 🇺🇸 Boston, MA or Remote US 📃 Full Time 🎚 Senior 🏷 #GameDesign, #CombatDesign, #RemoteJob, #UnrealEngine, #TheWitcher Link to apply below 👇


⚡️ NEW: Design combat systems for The Witcher 4! 👊 💼 Senior Gameplay Designer (Player Combat) 🏢 CD PROJEKT RED 🇵🇱🇪🇺 Warsaw or Remote Europe 📃 Full Time 🎚 5+ years exp 🏷 #GameDesign, #CombatDesign, #UnrealEngine, #RemoteJob, #TheWitcher4 Link to apply below 👇


⚡️ NEW: Design combat encounters for a AAA game! ⚔️ 💼 Game Designer - Encounters 🏢 That’s No Moon 🇺🇸 Los Angeles, CA or Remote US 📃 Contract 🎚 Intermediate 🏷 #GameDesign, #CombatDesign, #UnrealEngine, #AI, #RemoteJob 💵 USD 89,000–111,000 per year Link to apply below 👇


🚨 ICYMI: Remotely design combat systems for Wolverine and more! 👊 💼 Combat Designer 🏢 Insomniac 🇺🇸 Remote US 📃 Contract 🎚 Intermediate 🏷 #GameDesign, #CombatDesign, #RemoteJob, #Insomniac, #PlayStation 💵 USD 56–84 per hour Link to apply below 👇


⚡️ NEW: Remotely design combat systems for Wolverine and more! 👊 💼 Combat Designer 🏢 Insomniac 🇺🇸 Remote US 📃 Contract 🎚 Intermediate 🏷 #GameDesign, #CombatDesign, #RemoteJob, #Insomniac, #PlayStation 💵 USD 56–84 per hour Link to apply below 👇


⚡️ NEW: Design enemy combat systems for a third Star Wars Jedi game! ⚔️ 💼 Combat Designer - Enemy (Star Wars Jedi) 🏢 Respawn 🇺🇸🇨🇦 Los Angeles/Vancouver 📃 Full Time 🎚 3+ years exp 🏷 #GameDesign, #CombatDesign, #StarWars 💵 USD 96,400–151,900 per year Link to apply below 👇


⚡️ NEW: Work on NPC combat at the home of The Last of Us! 🥊 💼 Senior Game Designer (Combat) 🏢 Naughty Dog 🇺🇸 Santa Monica, CA 📃 Full Time 🎚 5+ years exp 🏷 #GameDesign, #CombatDesign, #NaughtyDog, #PlayStation 💵 USD 145,100–181,400 per year Link to apply below 👇


⚡️ NEW: Design enemies and bosses for a new title from the studio behind God of War! 🪓 💼 Senior Combat Designer 🏢 Santa Monica Studio 🇺🇸 Los Angeles, CA 📃 Contract 🎚 Senior 🏷 #GameDesign, #CombatDesign, #PlayStation 💵 USD 59.52–89.23 per hour Link to apply below 👇


⚡️ NEW: Help design the combat systems for an upcoming Witcher multiplayer title! ⚔️ 💼 Expert Combat Designer 🏢 CD PROJEKT RED 🇺🇸 Boston, MA or Remote US 📃 Full Time 🎚 7+ years exp 🏷 #GameDesign, #CombatDesign, #RemoteJob, #TheWitcher Link to apply below 👇


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How do Hollow Knight enemies provide meaningful challenge with minimal behavior? Each enemy builds on the ones before it, introducing small TWEAKS. These INCREMENTAL changes forces the player to be deliberate. Let’s look at EARLY GAME enemies. #gamedesign #combatdesign 🧵

jasondeheras's tweet image. How do Hollow Knight enemies provide meaningful challenge with minimal behavior? Each enemy builds on the ones before it, introducing small TWEAKS. These INCREMENTAL changes forces the player to be deliberate. Let’s look at EARLY GAME enemies. #gamedesign #combatdesign 🧵

What’s the purpose of a boss? Depends on the game, but usually bosses serve as a skill test, provide a sense of mastery, a set piece or a genuinely hard challenge. But, secretly, some are the ILLUSION of challenge. Let’s look at God of War’s first boss. #gamedesign #combatdesign

jasondeheras's tweet image. What’s the purpose of a boss? Depends on the game, but usually bosses serve as a skill test, provide a sense of mastery, a set piece or a genuinely hard challenge. But, secretly, some are the ILLUSION of challenge. Let’s look at God of War’s first boss. #gamedesign #combatdesign

How does the Default controller layout of a 3rd person melee combat game influence gameplay? Console games need to strike a balance between intuitive inputs & supporting a wide array of mechanics. Let’s examine some melee games’ controller layouts. #gamedesign #combatdesign

jasondeheras's tweet image. How does the Default controller layout of a 3rd person melee combat game influence gameplay? Console games need to strike a balance between intuitive inputs & supporting a wide array of mechanics. Let’s examine some melee games’ controller layouts. #gamedesign #combatdesign
jasondeheras's tweet image. How does the Default controller layout of a 3rd person melee combat game influence gameplay? Console games need to strike a balance between intuitive inputs & supporting a wide array of mechanics. Let’s examine some melee games’ controller layouts. #gamedesign #combatdesign
jasondeheras's tweet image. How does the Default controller layout of a 3rd person melee combat game influence gameplay? Console games need to strike a balance between intuitive inputs & supporting a wide array of mechanics. Let’s examine some melee games’ controller layouts. #gamedesign #combatdesign
jasondeheras's tweet image. How does the Default controller layout of a 3rd person melee combat game influence gameplay? Console games need to strike a balance between intuitive inputs & supporting a wide array of mechanics. Let’s examine some melee games’ controller layouts. #gamedesign #combatdesign

What are some design elements that make a challenging boss in Sekiro? Overall, Sekiro bosses skew hard compared to other action games so each boss needs to provide unique challenges. Let’s look at one of the middle difficulty bosses - the Guardian Ape. #gamedesign #combatdesign

jasondeheras's tweet image. What are some design elements that make a challenging boss in Sekiro? Overall, Sekiro bosses skew hard compared to other action games so each boss needs to provide unique challenges. Let’s look at one of the middle difficulty bosses - the Guardian Ape. #gamedesign #combatdesign
jasondeheras's tweet image. What are some design elements that make a challenging boss in Sekiro? Overall, Sekiro bosses skew hard compared to other action games so each boss needs to provide unique challenges. Let’s look at one of the middle difficulty bosses - the Guardian Ape. #gamedesign #combatdesign

What does the act of getting hit convey about the melee combat system? How the player controls/reacts when taking damage contributes to the combat difficulty. Let’s look at two different 3rd person melee combat games, Sekiro and Devil May Cry 5. #gamedesign #combatdesign 🧵

jasondeheras's tweet image. What does the act of getting hit convey about the melee combat system? How the player controls/reacts when taking damage contributes to the combat difficulty. Let’s look at two different 3rd person melee combat games, Sekiro and Devil May Cry 5. #gamedesign #combatdesign 🧵
jasondeheras's tweet image. What does the act of getting hit convey about the melee combat system? How the player controls/reacts when taking damage contributes to the combat difficulty. Let’s look at two different 3rd person melee combat games, Sekiro and Devil May Cry 5. #gamedesign #combatdesign 🧵

God of War enemies must keep the player ENGAGED over 20+ hours. The first enemy, Draugr, serves an important ROLE (punching bag). Subsequent enemies need to VARY their roles and STRESS TEST the player’s toolkit. Let’s look at some “mid-game” enemies. #gamedesign #combatdesign 🧵

jasondeheras's tweet image. God of War enemies must keep the player ENGAGED over 20+ hours. The first enemy, Draugr, serves an important ROLE (punching bag). Subsequent enemies need to VARY their roles and STRESS TEST the player’s toolkit. Let’s look at some “mid-game” enemies. #gamedesign #combatdesign 🧵
jasondeheras's tweet image. God of War enemies must keep the player ENGAGED over 20+ hours. The first enemy, Draugr, serves an important ROLE (punching bag). Subsequent enemies need to VARY their roles and STRESS TEST the player’s toolkit. Let’s look at some “mid-game” enemies. #gamedesign #combatdesign 🧵
jasondeheras's tweet image. God of War enemies must keep the player ENGAGED over 20+ hours. The first enemy, Draugr, serves an important ROLE (punching bag). Subsequent enemies need to VARY their roles and STRESS TEST the player’s toolkit. Let’s look at some “mid-game” enemies. #gamedesign #combatdesign 🧵
jasondeheras's tweet image. God of War enemies must keep the player ENGAGED over 20+ hours. The first enemy, Draugr, serves an important ROLE (punching bag). Subsequent enemies need to VARY their roles and STRESS TEST the player’s toolkit. Let’s look at some “mid-game” enemies. #gamedesign #combatdesign 🧵

How do humanoid bosses in Sekiro remain predictable yet provide increasing challenge over the course of a boss fight? Let’s look at arguably one of the more difficult humanoid boss fights - Genichiro Ashina. #gamedesign #combatdesign 🧵

jasondeheras's tweet image. How do humanoid bosses in Sekiro remain predictable yet provide increasing challenge over the course of a boss fight? Let’s look at arguably one of the more difficult humanoid boss fights - Genichiro Ashina. #gamedesign #combatdesign 🧵
jasondeheras's tweet image. How do humanoid bosses in Sekiro remain predictable yet provide increasing challenge over the course of a boss fight? Let’s look at arguably one of the more difficult humanoid boss fights - Genichiro Ashina. #gamedesign #combatdesign 🧵

How do melee combat systems REINFORCE the fantasy of the player character? These gameplay systems are designed around a set of INTERCONNECTED rules that nudge players towards a certain playstyle or action. Let’s compare some popular melee action games. #combatdesign #gamedesign

jasondeheras's tweet image. How do melee combat systems REINFORCE the fantasy of the player character? These gameplay systems are designed around a set of INTERCONNECTED rules that nudge players towards a certain playstyle or action. Let’s compare some popular melee action games.  #combatdesign #gamedesign
jasondeheras's tweet image. How do melee combat systems REINFORCE the fantasy of the player character? These gameplay systems are designed around a set of INTERCONNECTED rules that nudge players towards a certain playstyle or action. Let’s compare some popular melee action games.  #combatdesign #gamedesign
jasondeheras's tweet image. How do melee combat systems REINFORCE the fantasy of the player character? These gameplay systems are designed around a set of INTERCONNECTED rules that nudge players towards a certain playstyle or action. Let’s compare some popular melee action games.  #combatdesign #gamedesign

Yee old empty room with 1 guy behind a flipped table. #gamedev #leveldesign #combatdesign #redfaction

generalvivi's tweet image. Yee old empty room with 1 guy behind a flipped table. #gamedev #leveldesign #combatdesign #redfaction

Make sure to borrow heavily from these games. #combatdesign

jasondeheras's tweet image. Make sure to borrow heavily from these games. #combatdesign

Guess which game has the most accessible parry mechanic? #combatdesign #gamedesign #gamedev

jasondeheras's tweet image. Guess which game has the most accessible parry mechanic? #combatdesign #gamedesign #gamedev

Should I write up a blog post on this enemy? 🤭 #gamedesign #combatdesign

jasondeheras's tweet image. Should I write up a blog post on this enemy? 🤭 #gamedesign #combatdesign

A thread on the first Bayonetta through the lens of combat design: - Approachable skill floor with a nice learning - Balanced player motivations - Inconsistent hitstun sucks - An immensely satisfying fighting experience #gamedesign #Bayonetta #combatdesign

BUTTERS2G's tweet image. A thread on the first Bayonetta through the lens of combat design:

- Approachable skill floor with a nice learning
- Balanced player motivations
- Inconsistent hitstun sucks
- An immensely satisfying fighting experience

#gamedesign #Bayonetta #combatdesign

What are some interesting enemy design layers that are slowly introduced to the player in Hollow Knight? Enemies need to provide increased challenge over the course of a game but also be digestible/fair to learn. Let’s look at early to mid game enemies. #gamedev #combatdesign 🧵

jasondeheras's tweet image. What are some interesting enemy design layers that are slowly introduced to the player in Hollow Knight? Enemies need to provide increased challenge over the course of a game but also be digestible/fair to learn. Let’s look at early to mid game enemies. #gamedev #combatdesign 🧵
jasondeheras's tweet image. What are some interesting enemy design layers that are slowly introduced to the player in Hollow Knight? Enemies need to provide increased challenge over the course of a game but also be digestible/fair to learn. Let’s look at early to mid game enemies. #gamedev #combatdesign 🧵
jasondeheras's tweet image. What are some interesting enemy design layers that are slowly introduced to the player in Hollow Knight? Enemies need to provide increased challenge over the course of a game but also be digestible/fair to learn. Let’s look at early to mid game enemies. #gamedev #combatdesign 🧵
jasondeheras's tweet image. What are some interesting enemy design layers that are slowly introduced to the player in Hollow Knight? Enemies need to provide increased challenge over the course of a game but also be digestible/fair to learn. Let’s look at early to mid game enemies. #gamedev #combatdesign 🧵

Oh, look! 🥷👽 A wild combat encounter appeared on the hospital roof! Once the player climbs to the top via the ladder and is in range of cover, two Combine scouts will arrive at the top with the nearby elevator! #halflifealyx #hashimaisland #combatdesign #leveldesign #blocktober

sdgiesselmann's tweet image. Oh, look! 🥷👽
A wild combat encounter appeared on the hospital roof! Once the player climbs to the top via the ladder and is in range of cover, two Combine scouts will arrive at the top with the nearby elevator! #halflifealyx #hashimaisland #combatdesign #leveldesign #blocktober
sdgiesselmann's tweet image. Oh, look! 🥷👽
A wild combat encounter appeared on the hospital roof! Once the player climbs to the top via the ladder and is in range of cover, two Combine scouts will arrive at the top with the nearby elevator! #halflifealyx #hashimaisland #combatdesign #leveldesign #blocktober
sdgiesselmann's tweet image. Oh, look! 🥷👽
A wild combat encounter appeared on the hospital roof! Once the player climbs to the top via the ladder and is in range of cover, two Combine scouts will arrive at the top with the nearby elevator! #halflifealyx #hashimaisland #combatdesign #leveldesign #blocktober
sdgiesselmann's tweet image. Oh, look! 🥷👽
A wild combat encounter appeared on the hospital roof! Once the player climbs to the top via the ladder and is in range of cover, two Combine scouts will arrive at the top with the nearby elevator! #halflifealyx #hashimaisland #combatdesign #leveldesign #blocktober

My thread on Kingpin went well so I want to do another this week! For four years I was a combat designer on Volition's Agents of Mayhem and lead designer on the AoM DLC. This week I want to talk about my work on Hardtack and adding mechanical depth. #GameDesign #CombatDesign


Me when I see a new Jason #combatdesign thread in the making:


2 fundamental reasons for a melee game to feel completely different. Average hit frame timing and cancel rules. #gamedev #gamedesign #combatdesign

jasondeheras's tweet image. 2 fundamental reasons for a melee game to feel completely different. Average hit frame timing and cancel rules. #gamedev #gamedesign #combatdesign

Finally! I can now share my Bachelor Thesis and Project on #combatdesign! 📖 Read: dropbox.com/s/bjsrhciqqaj1… 🎮 Play: nikolas-joshua-klein.itch.io/combatsystem Would love to get some feedback and chat about possible employment opportunities 🤙🏼


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