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March 26, 2017
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Robin-Yann Storm's Blog

 

Robin-Yann is a Level Designer with experience in programming, art, and game design. He's done a bit of everything, which makes it easier for him to communicate as a level designer.

As a level designer, he likes to combine all the fantastic art, programming functions and design decisions into levels that convey the intended emotion. Be it happyness, sadness, fear, or any other of the millions of emotions players can go through.

After working at 2 game companies in The Netherlands he decided to get into higher education and he graduated from a 'Design & Production' course at NHTV IGAD in Breda. During those 4 years he has both worked in teams and alone to create unique gameplay elements, original games and experimental prototypes for both PC and consoles. Some of those can be found on his website: www.rystorm.com

If you would like to know other things about him then you'll have to ask him. This isn't the place for an autobiography, it's just a Gamasutra blogger profile.

 

Member Blogs

Posted by Robin-Yann Storm on Tue, 03 May 2016 02:06:00 EDT in Design, Production
When level designers talk about Hammer, usually the reaction they get is: "But it's ancient! Nobody should use BSP/CSG these days!", which is not always the intention. Hammer has great basic geometry building UX, and other editors could learn from this.


Posted by Robin-Yann Storm on Wed, 25 Feb 2015 01:15:00 EST in Design, Console/PC
Players standing still most of the time is boring for them, but from their perspective also the most efficient thing to do. Animated cover can turn the most efficient gameplay into the most engaging and enjoyable gameplay.



Robin-Yann Storm's Comments

Comment In: [Blog - 05/03/2016 - 02:06]

In the GDC talk I ...

In the GDC talk I go into all of those issues as well, and provide examples of how other editors have better UX in those sections, so if you want to know how to do better UX for lighting, entity menus, navigation, etc, then please take a look at the ...

Comment In: [Blog - 02/25/2015 - 01:15]

It takes a lot of ...

It takes a lot of work to get right, due to there not being a ruleset for them yet, but if the game is fast and the players experienced, it is much easier to execute animated cover in its current state. So far I have noticed that experienced plays will ...