Andrew Yoder

@Mclogenog

Level designer abroad. Sometimes I write. Previously worked on Paladins, Warframe. Tweets don't reflect the opinion of my employer. he/him

Sweden
Vrijeme pridruživanja: srpanj 2009.

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  1. Prikvačeni tweet
    4. kol 2019.
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  2. proslijedio/la je Tweet
    5. velj

    Got some new stuff up on Artstation Patch notes show dropped today, along with a before and after video. Finally get to show off the visual overhaul of Frog Isle I worked on! "Paladins: Frog Isle Rework" by Alex Martin via

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  3. proslijedio/la je Tweet
    prije 23 sata

    Where my female Level Designers at? 😊 I want to start a group for us to chat and support each other! My DM's are open - please RT! (Specifically looking for female level designers not narrative designers, system designers, game designers, env artists, etc)

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  4. proslijedio/la je Tweet
    6. velj

    I have been observing film twitter from afar through a series of telescopic tubes and mirrors, and I have concluded that the fastest way for games to gain the cultural relevance of cinema that they so desperately desire is to start writing all their titles in ALL-CAPS

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  5. 6. velj

    It's official. Speedmap 206 is all about Prototype wad. More info here: If you have any questions about how to participate or get started, let us know over on the Quake Mapping Discord :)

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  6. 6. velj

    Things that are possible with Quake 1 (Flashing lights warning)

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  7. 5. velj

    Thinking is that we'd get more gameplay focused work with a simple bar for visuals. Which means folks would only need to throw a couple hours at making a map. No cramming, no crunching.

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  8. 5. velj

    Thinking about calling a Q1 speedmap event themed around 's prototype1_2 wad Tentative deadline for monday at 00:01 in Central European Time Any folks interested?

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    Some of my students’ tabletop game prototypes - they had to re-engineer video games to understand how different mechanics could be abstracted for paper prototyping (picture: Overwatch, Fire Emblem, Battle Royals games, COD Zombies)

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  10. 5. velj
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  11. 5. velj

    Another day I'm glad I'm not in the U.S.

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  12. proslijedio/la je Tweet
    5. velj

    I have never watched an Evo or played a Marvel 2 but I respect esports events that acknowledge the value of legacy games that have been claimed by the community and aren't being transparently pushed by a massive publisher

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  13. 4. velj

    Really looking forward to the rest of the Halo games being on PC so I can easily get a bunch of screenshots and talk about all my favorite maps :B

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  14. proslijedio/la je Tweet
    4. velj
    Odgovor korisniku/ci
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  15. 4. velj

    I don't even mean "gorgeous for the time and limitations". This aesthetic still kicks.

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  16. 4. velj

    Forgot to include my favorite picture of the bunch!

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  17. 4. velj

    On another note, de_havana is so beautifully lit and textured! Gorgeous

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  18. 4. velj

    The original de_dust is also a marvel, though it is strange to look back on now. Only 2 lanes. Offset bombsites. But those hallways are so moody!

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  19. 4. velj

    Sometimes I go back to de_dust2 to be humbled by its design. The other maps that survived from 1.6 into Source and GO have seen many changes, but dust2 is still simply dust2.

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  20. 4. velj

    Some of these maps are, uh... not so good! Even the best of them have some flaws that still bother me. But dang we made a ton of maps fast. And it's really humbling to see a map like Frog Isle get an art update <3

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  21. 4. velj

    Over ~2 years, I worked with the team on Frog Isle, Jaguar Falls, Serpent Beach, Stone Keep, Splitstone Quarry, Snowfall Junction, Abyss, Dragon Arena, Primal Court, Timber Mill. Some were radical remakes of earlier work, some were my design from scratch, all were team efforts.

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