An incredible article about level streaming in map and level design. Special attention to how Half-Life handled transitions, making it one of the first games to really aim for an apparently seamless and connected world. Personally, for me it took more than a decade to find a true sucessor to Half-Life level design connectivity, which i finally found in the form of Dark Souls level design, helmed by the incredible vision of Hidetaka Miyazaki.
Creative Airlocking: streaming in action games
Posted by HandsomeShrek on
Wow. I've read the whole article and i can't believe it, that loading screens have so much interesting things. Thanks for article.
Yeah! it's amazing how much creativity can be inputted into things as apparently simple as loading areas :D