UAT Student Blog

IT’S HAMMER TIME:Using Valve’s Hammer To Create Portal 2 Maps - Part 2

Posted on Dec 7, 2019 12:00:00 PM by Hakim Ottey in game design degree, in Student Ambassador, in game apps, in Game art and animation degree, in Game Art and Design Degree, in game concept, in game designers, in game dev, in game engine programming, in game programmer, in game programming degree, in game studies, in game studies degree, in Editing, in hammer

Welcome back to another entry within this series. Let’s just jump right into it. As with any form of game development, we would need documentation to keep track of concepts, current work in progress, what is needed, etc. At the moment, you already created a piece of documentation - the papermap. This will help you envision your project and give you a reference for how you want your map to look like in the end. However, we need more. Now, we have to create the design document: This document is one of the most important things that you would have for your map. It outlines the theme of the map, the assets that the map will use, and an idea on how the map will be completed. Due to the flexibility of the design document and the project at hand, you can say that you can not fully complete a design document. However, to get a document that is useful for development, you should flesh out the following pieces of it.

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Not all games need to be easy - SEKIRO Shadows Die Twice

Posted on May 3, 2019 2:35:00 PM by John Balog in game review, in Game Design, in video game, in Game art and animation degree, in game programming

A very recent controversy in the gaming industry is games “journalists” demanding certain games have an easy mode so that they don't have to experience a game how its meant to be played. Instead, they just want to blaze through it to meet their deadlines and be first to write their reviews. The game that sparked this was none other than Sekiro: Shadows Die Twice.

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