Gamasutra - Blogs http://www.gamasutra.com/blogs/ Travis Hoffstetter's Blogs Fri, 25 Jul 2014 01:24:30 EDT en-us scarless@think-services.com (Simon Carless) Making Better Hallways - by Travis Hoffstetter http://www.gamasutra.com/blogs/TravisHoffstetter/20130527/193089/Making_Better_Hallways.php Design Hallways are a necessary evil in video games and more specifically level design. However, if done correctly, hallways can go from being a bland part of your level to one of the highlights. http://www.gamasutra.com/blogs/TravisHoffstetter/20130527/193089/Making_Better_Hallways.php Mon, 27 May 2013 05:51:00 EDT The Art and Science of Pacing and Sequencing Combat Encounters - by Travis Hoffstetter http://www.gamasutra.com/blogs/TravisHoffstetter/20130210/186364/The_Art_and_Science_of_Pacing_and_Sequencing_Combat_Encounters.php Design Pacing and sequencing is an art, based on science. The following explores how artistic decisions based on scientific process pave the way to making awesome combat encounters. http://www.gamasutra.com/blogs/TravisHoffstetter/20130210/186364/The_Art_and_Science_of_Pacing_and_Sequencing_Combat_Encounters.php Sun, 10 Feb 2013 08:55:00 EST The Use of Spawn Animations to Make AI Look Smarter - by Travis Hoffstetter http://www.gamasutra.com/blogs/TravisHoffstetter/20130109/184514/The_Use_of_Spawn_Animations_to_Make_AI_Look_Smarter.php Design As a level designer I can feel when spawn animations in a combat encounter are an afterthought or have been rushed. Here is a process for creating a set of quality AI spawns that make the AI look smart before they interact with the player. http://www.gamasutra.com/blogs/TravisHoffstetter/20130109/184514/The_Use_of_Spawn_Animations_to_Make_AI_Look_Smarter.php Wed, 09 Jan 2013 02:50:00 EST