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April 23, 2021
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Mattia Beffa's Blog

 

Mattia Beffa [LinkedIn], Game and Level Design student at Italian Videogames Academy (AIV). Huge fan of the Bioshock saga, I joined the game design field to fully understand how games work and engage with the audience, in order to (hopefully) share emotions and experiences with the players.

 

Member Blogs

How would Bioshock Infinite work in an Open World context? What would the world rules be? How could designer drive the player? Let's find out


This is a stand-alone article recapping everything I learned from "Bioshock Infinite: A level analysis from a gameplay point of view", my previous publications series.


This sixth and penultimate part will cover all the elements we didn't analyze so far: Collectibles and Vending Machines. Despite being side elements, they are still relevant to understand the game's pace


This fifth part will cover Tears, Elizabeth's perception by the player and how her Tears behave compared to other resources and enemies


This fourth part of this analysis will cover enemies and the concept of "difficulty". We'll analyze each enemy's curve that will lead to multiple conclusions and ways to create multiples gameplay scenarios from a fixed set of enemies


The third part of this analysis will cover Gears, Weapons and Vigors. We'll draw to some conclusion analysing each element progression's curve.



Mattia Beffa's Comments

Comment In: [Blog - 11/24/2020 - 10:27]

Glad it came in handy, ...

Glad it came in handy, and thank you for the feedback Later topics will cover many other aspects of the game, I hope you 'll enjoy those as well.