From lines on paper to a space you can actually feel This is where vision turns real.
Every detail planned, every corner designed with purpose.
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From lines on paper to a space you can actually feel This is where vision turns real.
Every detail planned, every corner designed with purpose.

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Shifting levels to break the monotony of a flat walkway. šš
When youāre designing entirely over water, a simple path can easily become boring. In this sketch for the lagoon masterplan, Iām experimenting with a split-level boardwalk system to deliberately disrupt the pace of movement and create distinct spatial experiences.
Dropping down brings you right to the water's edge,closer to the boats and the splash of the tide. Stepping up lifts you into the shade of the tree canopy, giving you a wider view of the horizon. Itās a simple shift in altitude, but it completely changes how you interact with the landscape as you walk through the cluster.
@feststudio5-26
These sketches originated from mapping daily routines observed in Thulusdhoo. Areas of movement, gathering, and recurring activity were identified to understand where environmental encounters naturally occur. The overlapping of these nodes became the starting point for the project's spatial organization and conceptual direction.
Finding the geometry for the lagoon modules. I wanted to move away from rigid boxes and explore these fluid, organic forms that respond directly to the climate. Itās all about creating a sequence of experiences: pinching the entry to create a "compressed zone," forcing a deliberate pause, and then letting the interior gradually open up entirely to the water's edge.
Spatially, the lower floor handles the heavier, communal programs (workspaces, kitchen, hydroponics), while the upper level transitions into something more intimate, shielded by a screen facade to keep out the harsh tropical sun.
Still refining the thresholds, but loving how the structural rhythm is coming together.
@feststudio5-26
my design thought process!!
(Swanfreckle will be excluded since I donāt change her design like at all)
I get why for multiplayer games, or for Actually Literally Doesn't Work Broken things, but why do single player games get balanced? I'll see it in tactical/strategy games's single player modes where units/classes being unequal is a known quantity.
Let's remember that one major goal in game design is to keep players within the flow band. If things are too easy, the experience becomes boring. If things are too difficult, the experience becomes frustrating. We need to keep the player experience between these two major goalposts or players will quit playing the game. As such, we have more wiggle room with single player than multiplayer content, but we still have to do a balance pass to make sure that the single player build options don't fall into boredom or frustration for most of our player experience. Different single player choices/specs/builds/etc. can be notably and visibly stronger or weaker than each other, but they cannot be boring or frustrating or too many players will drop the game and not come back.
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The design of the Japanese Railways logo.
When Japan broke up its national railway in 1987, the new companies agreed on one thing to keep the same.
I recently learned that GTA 4 added a bunch of construction in the middle of the longest road in the game to prevent players from driving too quickly down it and outrunning the game's ability to stream data from the disk. Besides the "door that takes awhile to unlock" and the "character moves through a tight space very slowly", what are other game design decisions dictated by read/write speeds?
Oh, this is a good one.
The first Mass Effect famously made players wait in elevators while assets streamed in. There were a lot of elevator-specific conversations that triggered in that game.
When I did some level design on a game (that eventually got cancelled for other reasons), I would often have to construct narrow hallways between larger areas that required a player to enter on one closed door and be unable to see the next area from the entrance so that the game could stream in the assets for the next area. We called them "decomps", short for "decompression chamber".
There was a Tiger Woods Golf game (Tiger Woods 99 PGA Tour Golf) that famously got recalled for padding their disc with a South Park episode so that the game data was closer to the outer ring of the disc and would thus be read faster by the device laser.
We will also hide many loading sessions with cutscenes and cinematics. While the cinematic is playing (with camera angles carefully chosen, visual effects constrained, and timing controlled), we can load the next gameplay area without the player noticing.
Many environment designs will feature a short dropoff in the geometry after navigating through a play area. Most players will never look back, but the dropoff exists to stop players from backtracking to the previously explored area. Once the player passes the dropoff, it is safe to unload the previous environment since the player can't easily go back.
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
Short questions:Ā Ask a Game Dev on Twitter
Short questions:Ā Ask a Game Dev on BlueSky
Long questions:Ā Ask a Game Dev on Tumblr
Frequent Questions:Ā The FAQ