Gamasutra - Blogs Travis Hoffstetter's Blogs Fri, 22 Aug 2014 03:55:24 EDT en-us (Simon Carless) Making Better Hallways - by Travis Hoffstetter 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. Mon, 27 May 2013 05:51:00 EDT The Art and Science of Pacing and Sequencing Combat Encounters - by Travis Hoffstetter 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. Sun, 10 Feb 2013 08:55:00 EST The Use of Spawn Animations to Make AI Look Smarter - by Travis Hoffstetter 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. Wed, 09 Jan 2013 02:50:00 EST