Tag Archive - gun sonata

Making of Guns of Stygia (Pt.3)

stygia3preview

This is the 3rd in a series of posts about the making of my Guns of Stygia map that’s available in the Gun Sonata DLC pack, and it’s brought to you by the letter G.

I’m not sure why, really – it just happened like that. I started writing about level design stuff and ended up talking about Goals, Gating and Good Ideas. More specifically, it’s about how one small idea can prove valuable, by helping a level designer achieve many different goals at once. If you’re interested in level design, then read on!

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Making of Guns of Stygia (Pt.2)

What do you mean overcompensating?

In this second post about the development of Guns of Stygia DLC map I will try to give you an insight in to the process of lighting the worlds you kick ass in.

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Making of Guns of Stygia (Pt.1)

gunsstygia1

Finally, you’re able to get your hands on our first DLC for Bulletstorm – the Gun Sonata pack. Hooray!

It includes 5 new maps, one of which is a brand new Echo map called Guns of Stygia, that I was the level designer on. We thought we could take this opportunity to give a little insight into the creative process, so this is going to be a bit of a super mega special article written in different parts.

This first one from me is going to be an overview of the kind of thinking behind a level that goes on in the early stages. Tomas will follow this up with a post from his perspective as a lighting artist, and later I’ll come back to go into nitty-gritty level design stuff in more detail and, and… well, it’ll be so amazing it might just change your life*.

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