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Jason de Heras 🎮さんのイラストまとめ


Game Director Jedi team @Respawn. Design Director Jedi: Survivor. Lead Combat Design Jedi: Fallen Order. Combat Designer God of War 3 and Ascension.
jasondeheras.com

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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.

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How do 3rd person melee combat games communicate GAME and HIT feel? Combat design is one part rules/goals and one part FEEDBACK. Let’s examine some popular techniques that enhance moment-to-moment interactions. 🧵 - PART 1 -

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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. 🧵

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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. 🧵

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The Inquisitors are so badass. did a phenomenal job with their concepts. It was also fun no hitting them on Grandmaster. 😉#JediFallenOrder

https://t.co/LkVGyonHux

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I keep seeing some people apologize for playing on Story Mode. Please don’t. There’s no shame in playing on whatever mode you feel comfortable with. It doesn’t make you less of a player than anybody else.

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