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sledgesammers's profile
Sam Howels
Sam Howels
Sam Howels
@sledgesammers

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Sam Howels

@sledgesammers

Maker of experiences @SHGames

San Francisco, CA
samhowels.com
Joined February 2009

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    1. Sam Howels‏ @sledgesammers 19 Oct 2018

      Some #Blocktober fun! I joined #LifeAtSHG in the last year of #CODWWII production when most geo was already in place, so this was a rare opportunity where I was able to block out from scratch - this was for the sniper section in the campaign level "Death Factory".pic.twitter.com/cQW0woHBci

      11 replies 56 retweets 317 likes
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    2. Sam Howels‏ @sledgesammers 19 Oct 2018

      The intent was to create a tense, stressful, slow paced relationship with the sniper as the player edges closer to taking them out. The blockout reinforced this by creating sniper sightlines that players would have to use timing, traversal and different stances to bypass.

      2 replies 0 retweets 11 likes
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    3. Sam Howels‏ @sledgesammers 19 Oct 2018

      Whilst being a mostly linear sequence, we also added a few small branches to ensure the player didn’t feel completely at the mercy of the designer. User testing for this section was great to watch - lots of gritted teeth and near-miss expletives.

      1 reply 0 retweets 11 likes
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    4. Sam Howels‏ @sledgesammers 19 Oct 2018

      Other notable details - the orange blocks in the first image represent the blockout location for artillery firing in the background. Taking these out was mission objective so we wanted to use this area to reinforce the player's goal after the more chaotic sections beforehand.

      1 reply 0 retweets 11 likes
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    5. Sam Howels‏ @sledgesammers 19 Oct 2018

      The space next to the bunker was also deliberately somewhat mazelike - we wanted players to feel slightly overwhelmed here so we used narrow corridors with enemies running out of sight to keep the player checking their flanks for threats.

      1 reply 0 retweets 11 likes
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    6. Sam Howels‏ @sledgesammers 19 Oct 2018

      If anyone has any questions about the blockout or the process, feel free to ask!

      3 replies 0 retweets 12 likes
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    7. Julius-Cosmo Oniscu‏ @notimetoulose 20 Oct 2018
      Replying to @sledgesammers

      It seems to me that you guys are forging emotional stimuli through the shape of the level geometri shapes in order to push the player to do things as opposed to actually challenging them mechanically or giving the choices. Can you elaborate on that?

      1 reply 0 retweets 1 like
      Sam Howels‏ @sledgesammers 21 Oct 2018
      Replying to @notimetoulose

      sure! CoD levels typically have a specific experiential intent - it’s more about taking the player on a crafted journey than it is about offering lots of agency. we promote player choice where it makes sense, but the core philosophy is about achieving the desired experience

      9:24 AM - 21 Oct 2018
      • 1 Retweet
      • 2 Likes
      • DadBodLink Julius-Cosmo Oniscu
      0 replies 1 retweet 2 likes

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