Game Designer Notes | Dmytro Nesterenko
@dmytronesterenko.bsky.social
Senior Level Designer at Grip. Ex Designer at Gameloft, Saber Int.
Dissecting Games blog. patreon.com/GameDesignerNotes
Dissecting Games blog. patreon.com/GameDesignerNotes
Here’s my breakdown of trees design in Ghost of Yotei.
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#LevelDesign #GameDesign #Art #ArtDirection #GhostOfYotei #Sony #SuckerPunch
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#LevelDesign #GameDesign #Art #ArtDirection #GhostOfYotei #Sony #SuckerPunch
Ghost of Yotei. Design of Trees | Game Designer Notes | Dmytro Nesterenko
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November 9, 2025 at 3:34 PM
Here’s my breakdown of trees design in Ghost of Yotei.
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#LevelDesign #GameDesign #Art #ArtDirection #GhostOfYotei #Sony #SuckerPunch
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#LevelDesign #GameDesign #Art #ArtDirection #GhostOfYotei #Sony #SuckerPunch
How the Spider Boss Fight Delivers Story Through Gameplay: A Narrative Breakdown
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#GameDesign #NarrativeDesign #GhostOfYotei #Screenplay
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#GameDesign #NarrativeDesign #GhostOfYotei #Screenplay
Ghost of Yotei. Narrative aspect of the boss fight with The Spider | Game Designer Notes | Dmytro Nesterenko
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November 7, 2025 at 4:19 PM
How the Spider Boss Fight Delivers Story Through Gameplay: A Narrative Breakdown
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#GameDesign #NarrativeDesign #GhostOfYotei #Screenplay
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#GameDesign #NarrativeDesign #GhostOfYotei #Screenplay
Game Design Lessons I’ve Learned from Little Nightmares III
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#GameDesign #LevelDesign #Directing #LittleNightmares #LittleNightmares3
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#GameDesign #LevelDesign #Directing #LittleNightmares #LittleNightmares3
Little Nightmares 3. Lessons from the game | Game Designer Notes | Dmytro Nesterenko
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November 6, 2025 at 7:02 PM
Game Design Lessons I’ve Learned from Little Nightmares III
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#GameDesign #LevelDesign #Directing #LittleNightmares #LittleNightmares3
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#GameDesign #LevelDesign #Directing #LittleNightmares #LittleNightmares3
I’ve just finished Little Nightmares III and decided to remaster the article I previously wrote, in which I explored the overall design of this beautiful franchise.
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#LittleNightmares #LevelDesign #GameDesign
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#LittleNightmares #LevelDesign #GameDesign
Little Nightmares 1 and 2. Game Design | Game Designer Notes | Dmytro Nesterenko
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November 5, 2025 at 5:03 PM
I’ve just finished Little Nightmares III and decided to remaster the article I previously wrote, in which I explored the overall design of this beautiful franchise.
www.patreon.com/posts/142832...
#LittleNightmares #LevelDesign #GameDesign
www.patreon.com/posts/142832...
#LittleNightmares #LevelDesign #GameDesign
Why the horse matters so much in Ghost of Yotei
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#GhostOfYotei #GameDesign #SuckerPunch
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#GhostOfYotei #GameDesign #SuckerPunch
Ghost of Yotei. Importance of the horse | Game Designer Notes | Dmytro Nesterenko
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October 29, 2025 at 6:40 PM
Why the horse matters so much in Ghost of Yotei
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#GhostOfYotei #GameDesign #SuckerPunch
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#GhostOfYotei #GameDesign #SuckerPunch
Design of forests in Yotei and AC: Shadows
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#GhostofYotei #Sony #LevelDesign #GameDesign
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#GhostofYotei #Sony #LevelDesign #GameDesign
Ghost of Yotei. Design of forests | Game Designer Notes | Dmytro Nesterenko
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October 27, 2025 at 8:58 PM
Design of forests in Yotei and AC: Shadows
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#GhostofYotei #Sony #LevelDesign #GameDesign
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#GhostofYotei #Sony #LevelDesign #GameDesign
Level Structure of regions in Yotei
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#GhostOfYotei #Sony #LevelDesign #GameDesign
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#GhostOfYotei #Sony #LevelDesign #GameDesign
Ghost of Yotei. Structure of regions | Game Designer Notes | Dmytro Nesterenko
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October 26, 2025 at 4:51 PM
Level Structure of regions in Yotei
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#GhostOfYotei #Sony #LevelDesign #GameDesign
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#GhostOfYotei #Sony #LevelDesign #GameDesign
How the concept of the darkness impacts the level design in Silent Hill 2
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#LevelDesign #GameDesign #SilentHill #SilentHill2 #Konami #BlooberTeam
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#LevelDesign #GameDesign #SilentHill #SilentHill2 #Konami #BlooberTeam
Silent Hill 2. Darkness in Level Design | Game Designer Notes | Dmytro Nesterenko
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October 22, 2025 at 5:12 PM
How the concept of the darkness impacts the level design in Silent Hill 2
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#LevelDesign #GameDesign #SilentHill #SilentHill2 #Konami #BlooberTeam
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#LevelDesign #GameDesign #SilentHill #SilentHill2 #Konami #BlooberTeam
Two small takeaways on combat design in Roboquest and how Aid Bot works in the game and why it makes the game better
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#LevelDesign #GameDesign #CombatDesign #Roboquest
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#LevelDesign #GameDesign #CombatDesign #Roboquest
Roboquest. Combat telegraphing | Game Designer Notes | Dmytro Nesterenko
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October 21, 2025 at 8:22 PM
Two small takeaways on combat design in Roboquest and how Aid Bot works in the game and why it makes the game better
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#LevelDesign #GameDesign #CombatDesign #Roboquest
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#LevelDesign #GameDesign #CombatDesign #Roboquest
Two interesting visual solutions in Roboquest
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#LevelDesign #GameDesign #EnvironmentArt #Roboquest
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#LevelDesign #GameDesign #EnvironmentArt #Roboquest
Roboquest: Two standout examples of visual design | Game Designer Notes | Dmytro Nesterenko
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October 16, 2025 at 7:49 PM
Two interesting visual solutions in Roboquest
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#LevelDesign #GameDesign #EnvironmentArt #Roboquest
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#LevelDesign #GameDesign #EnvironmentArt #Roboquest
Comparing Weapon Pop-Ups: Why Roboquest’s Solution Falls Short
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#GameDesign #UXdesign #UIUX #UX #Roboquest
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#GameDesign #UXdesign #UIUX #UX #Roboquest
Roboquest. Weapon comparison popups | Game Designer Notes | Dmytro Nesterenko
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October 15, 2025 at 4:55 PM
Comparing Weapon Pop-Ups: Why Roboquest’s Solution Falls Short
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#GameDesign #UXdesign #UIUX #UX #Roboquest
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#GameDesign #UXdesign #UIUX #UX #Roboquest
Just the small note about one curious AI combat behavior - escaping.
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#CombatDesign #GameDesign #Witchfire
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#CombatDesign #GameDesign #Witchfire
Witchfire. Enemy escaping | Game Designer Notes | Dmytro Nesterenko
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October 14, 2025 at 6:34 PM
Just the small note about one curious AI combat behavior - escaping.
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#CombatDesign #GameDesign #Witchfire
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#CombatDesign #GameDesign #Witchfire
Massive level design break down of Roboquest
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#Roboquest #LevelDesign #GameDesign
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#Roboquest #LevelDesign #GameDesign
Roboquest. Level Design Breakdown | Game Designer Notes | Dmytro Nesterenko
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October 11, 2025 at 5:45 PM
Massive level design break down of Roboquest
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#Roboquest #LevelDesign #GameDesign
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#Roboquest #LevelDesign #GameDesign
Small breakdown of the first map structure in Witchfire
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#Witchfire #LevelDesign #GameDesign
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#Witchfire #LevelDesign #GameDesign
Witchfire. Structure of the Island of the Damned | Game Designer Notes | Dmytro Nesterenko
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October 10, 2025 at 8:54 PM
Small breakdown of the first map structure in Witchfire
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#Witchfire #LevelDesign #GameDesign
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#Witchfire #LevelDesign #GameDesign
Readability of enemy attacks in Witchfire
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#Witchfire #CombatDesign #GameDesign
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#Witchfire #CombatDesign #GameDesign
Witchfire. Readability of enemy attacks | Game Designer Notes | Dmytro Nesterenko
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October 9, 2025 at 5:56 PM
Readability of enemy attacks in Witchfire
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#Witchfire #CombatDesign #GameDesign
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#Witchfire #CombatDesign #GameDesign
How the Streets in Silent Hill 2 Create Tension by Breaking Level Design Rules
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#SilentHill #SilentHill2 #Konami #BlooberTeam #leveldesign #gamedesign
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#SilentHill #SilentHill2 #Konami #BlooberTeam #leveldesign #gamedesign
Silent Hill 2. Design of streets | Game Designer Notes | Dmytro Nesterenko
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October 8, 2025 at 4:59 PM
How the Streets in Silent Hill 2 Create Tension by Breaking Level Design Rules
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#SilentHill #SilentHill2 #Konami #BlooberTeam #leveldesign #gamedesign
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#SilentHill #SilentHill2 #Konami #BlooberTeam #leveldesign #gamedesign
Breaking Down the FTUE in Ghost of Yotei from a Narrative Perspective
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#GameDesign #GhostOfYotei #NarrativeDesign
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#GameDesign #GhostOfYotei #NarrativeDesign
Ghost of Yotei. Exposition of antagonists | Game Designer Notes | Dmytro Nesterenko
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October 7, 2025 at 5:11 PM
Breaking Down the FTUE in Ghost of Yotei from a Narrative Perspective
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#GameDesign #GhostOfYotei #NarrativeDesign
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#GameDesign #GhostOfYotei #NarrativeDesign
How the placement of quest items and consumables in Silent Hill 2 serves gameplay and readability
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#SilentHill #SilentHill2 #leveldesign #gamedesign #Konami #BlooberTeam
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#SilentHill #SilentHill2 #leveldesign #gamedesign #Konami #BlooberTeam
Silent Hill 2. Placement of quest items | Game Designer Notes | Dmytro Nesterenko
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October 6, 2025 at 4:16 PM
How the placement of quest items and consumables in Silent Hill 2 serves gameplay and readability
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#SilentHill #SilentHill2 #leveldesign #gamedesign #Konami #BlooberTeam
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#SilentHill #SilentHill2 #leveldesign #gamedesign #Konami #BlooberTeam
How semi-opened doors guide players in Silent Hill 2
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#SilentHill #SilentHill2 #LevelDesign #GameDesign #Konami #BlooberTeam
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#SilentHill #SilentHill2 #LevelDesign #GameDesign #Konami #BlooberTeam
Silent Hill 2. Semi-opened doors | Game Designer Notes | Dmytro Nesterenko
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October 5, 2025 at 5:13 PM
How semi-opened doors guide players in Silent Hill 2
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#SilentHill #SilentHill2 #LevelDesign #GameDesign #Konami #BlooberTeam
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#SilentHill #SilentHill2 #LevelDesign #GameDesign #Konami #BlooberTeam
Breakdown of the Emotive Design in Silent Hill 2
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#LevelDesign #GameDesign #SilentHill #SilentHill2 #NarrativeDesign #Directing #Konami #BlooberTeam
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#LevelDesign #GameDesign #SilentHill #SilentHill2 #NarrativeDesign #Directing #Konami #BlooberTeam
Silent Hill 2. Emotive design | Game Designer Notes | Dmytro Nesterenko
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October 4, 2025 at 1:15 PM
Breakdown of the Emotive Design in Silent Hill 2
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#LevelDesign #GameDesign #SilentHill #SilentHill2 #NarrativeDesign #Directing #Konami #BlooberTeam
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#LevelDesign #GameDesign #SilentHill #SilentHill2 #NarrativeDesign #Directing #Konami #BlooberTeam
How placement of save points shape spaces in Silent Hill 2
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#SilentHill #SilentHill2 #Konami #BlooberTeam #LevelDesign #GameDesign
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#SilentHill #SilentHill2 #Konami #BlooberTeam #LevelDesign #GameDesign
Silent Hill 2. How placement of save points shape spaces | Game Designer Notes | Dmytro Nesterenko
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October 3, 2025 at 4:06 PM
How placement of save points shape spaces in Silent Hill 2
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#SilentHill #SilentHill2 #Konami #BlooberTeam #LevelDesign #GameDesign
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#SilentHill #SilentHill2 #Konami #BlooberTeam #LevelDesign #GameDesign
Briefly described design problems with consumables in Silent Hill 2
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#GameDesign #LevelDesign #SilentHill #SilentHill2 #Konami #BlooberTeam
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#GameDesign #LevelDesign #SilentHill #SilentHill2 #Konami #BlooberTeam
Silent Hill 2. Design of consumables | Game Designer Notes | Dmytro Nesterenko
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October 1, 2025 at 3:16 PM
Briefly described design problems with consumables in Silent Hill 2
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#GameDesign #LevelDesign #SilentHill #SilentHill2 #Konami #BlooberTeam
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#GameDesign #LevelDesign #SilentHill #SilentHill2 #Konami #BlooberTeam
How the T-shape geometry works in horror games
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#SilentHill #SilentHill2 #leveldesign #gamedesign #Konami #BlooberTeam
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#SilentHill #SilentHill2 #leveldesign #gamedesign #Konami #BlooberTeam
Silent Hill 2. T-shape geometry | Game Designer Notes | Dmytro Nesterenko
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September 30, 2025 at 3:29 PM
How the T-shape geometry works in horror games
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#SilentHill #SilentHill2 #leveldesign #gamedesign #Konami #BlooberTeam
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#SilentHill #SilentHill2 #leveldesign #gamedesign #Konami #BlooberTeam
Visual language in Outlast: Trials
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#leveldesign #gamedesign #outlast #outlasttrials
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#leveldesign #gamedesign #outlast #outlasttrials
Outlast: Trials. Visual Language | Game Designer Notes | Dmytro Nesterenko
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September 28, 2025 at 2:31 PM
Visual language in Outlast: Trials
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#leveldesign #gamedesign #outlast #outlasttrials
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#leveldesign #gamedesign #outlast #outlasttrials
Scale of Conflict: How Diablo IV presents a world-ending threat through a small village
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#Diablo #DiabloIV #Diablo4 #Blizzard #Narrative #GameDesign #WorldBuilding
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#Diablo #DiabloIV #Diablo4 #Blizzard #Narrative #GameDesign #WorldBuilding
Diablo 4. Scale of the conflict | Game Designer Notes | Dmytro Nesterenko
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September 27, 2025 at 4:07 PM
Scale of Conflict: How Diablo IV presents a world-ending threat through a small village
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#Diablo #DiabloIV #Diablo4 #Blizzard #Narrative #GameDesign #WorldBuilding
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#Diablo #DiabloIV #Diablo4 #Blizzard #Narrative #GameDesign #WorldBuilding