So here's a fun recent video I stumbled upon today, fun for a specific kind of person who likes getting dev insight into game and visual design anyway.
via the channel "Game Brain"
I'm actually just coming off my first replay of the TF2 campaign since 2016 and am still hugely impressed by its very to the point campaign.
This video of course focuses on the game's standout stage that has you jumping back and forth through two time periods, the mechanic used to find the correct path, avoid obstacles, gain platforms and of course, engage two different sets of enemies at the same time, the humans being wonderfully bamboozled by your character flitting in and out of their time space.
Getting to glimpse the early development stage really helps you appreciate the design work that goes into these games, the madmen having to build two versions of the same stage with wildly different visuals was as they put it "a black hole of resources" but it paid off well.
It's funny because alongside this TF2 replay I was going through Uncharted 4 for the first time and just couldn't help thinking (and even saying to myself out loud like the nutjob I am) about the staggering amount of work that goes into designing so many rooms, buildings, objects, visual flourishes that can be swiftly passed and/or completely missed. This one TF2 stage has that in spades thanks to the two time periods, almost wish I took more time to stop and smell the roses but alas it's TF2 and the movement is too fun and fluid for such things.
Gaining a few tidbits of insight into the overall creation of TF2's campaign like having the obvious advantage of TF1 laying a base first and leaving the team hungry to deliver a single player mode has me wondering if we could get something equally brilliant eventually spawn from Apex Legends own quirks and additions to the formula, until that day comes let us all take the time to remember that TF2 is very cool and formed one hell of a one two punch with the same years Doom to reinvigorate the (in my opinion) tired FPS campaign formula of the time.
via the channel "Game Brain"
I'm actually just coming off my first replay of the TF2 campaign since 2016 and am still hugely impressed by its very to the point campaign.
This video of course focuses on the game's standout stage that has you jumping back and forth through two time periods, the mechanic used to find the correct path, avoid obstacles, gain platforms and of course, engage two different sets of enemies at the same time, the humans being wonderfully bamboozled by your character flitting in and out of their time space.
Getting to glimpse the early development stage really helps you appreciate the design work that goes into these games, the madmen having to build two versions of the same stage with wildly different visuals was as they put it "a black hole of resources" but it paid off well.
It's funny because alongside this TF2 replay I was going through Uncharted 4 for the first time and just couldn't help thinking (and even saying to myself out loud like the nutjob I am) about the staggering amount of work that goes into designing so many rooms, buildings, objects, visual flourishes that can be swiftly passed and/or completely missed. This one TF2 stage has that in spades thanks to the two time periods, almost wish I took more time to stop and smell the roses but alas it's TF2 and the movement is too fun and fluid for such things.
Gaining a few tidbits of insight into the overall creation of TF2's campaign like having the obvious advantage of TF1 laying a base first and leaving the team hungry to deliver a single player mode has me wondering if we could get something equally brilliant eventually spawn from Apex Legends own quirks and additions to the formula, until that day comes let us all take the time to remember that TF2 is very cool and formed one hell of a one two punch with the same years Doom to reinvigorate the (in my opinion) tired FPS campaign formula of the time.