Kokopelli (@kokop3ll1) 's Twitter Profile
Kokopelli

@kokop3ll1

Game Designer at Infinity Ward | Making maps for #MWII | Previous CS:GO

ID: 1021699142752452608

calendar_today24-07-2018 10:10:32

256 Tweet

387 Followers

207 Following

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To anyone who was impacted by the layoffs, I’m so sorry you’re going through this. I’ve been there before and I know all too well the dread that comes with such terrible news. It absolutely sucks the life out of you. But you will get through this. And you will come out stronger.

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Finding out the hard way is probably better for you in the long run vs having it come easy to begin with. You won’t rest on your laurels. Hardship raises the ceiling. #leveldesign

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Pushing yourself properly is a skill. Push too hard and you won’t complete the project, or worse, you risk burnout. Push too little and you learn nothing. You want to hit that sweet spot where you’re balancing familiarity with uncertainty. It helps to aim for things you can

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10,000 hours of practice will not make you a master if you focus on the wrong things. Instead of thinking in terms of hours practiced, think of the rate of lessons learned. #leveldesign #gamedev #gamedesign

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A blockout environment with good gameplay logic already begins to have good aesthetics. Proper scale, spacing and pathing, together, all hold a certain kind of beauty. #gamedev #leveldesign

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I’ve noticed I’ll have bursts of creative energy where I’ll generate a bunch of cool geo, then as soon as I notice a problem, I’ll try to correct it and end up getting hung up on it for some time, bringing my momentum to a grinding halt. It leaves me wondering what other cool

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🪞 Reflections on Himmelmatt Expo from MW2 1⃣ In an early version of the map, the outdoor pool had a connecting tunnel into an interior pool. Although it was a cool traversal, I struggled to make the surrounding pathing flow well with it and ultimately scrapped that design.

🪞 Reflections on Himmelmatt Expo from MW2 1⃣

In an early version of the map, the outdoor pool had a connecting tunnel into an interior pool. Although it was a cool traversal, I struggled to make the surrounding pathing flow well with it and ultimately scrapped that design.
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🪞 Reflections on Himmelmatt Expo from MW2 2⃣ The SD setup was inspired by Overpass from Counter-Strike. With A site close to the defenders' spawn, defenders are able to dictate the points of engagement. They can play defensively on A, but by doing so they forfeit control of

🪞 Reflections on Himmelmatt Expo from MW2 2⃣

The SD setup was inspired by Overpass from Counter-Strike. 

With A site close to the defenders' spawn, defenders are able to dictate the points of engagement. They can play defensively on A, but by doing so they forfeit control of
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🪞 Reflections on Himmelmatt Expo from MW2 3⃣ Having strong landmarks in your playspace makes wayfinding easier for players, provides ideas for callouts, and helps create a sense of progression as you traverse. On Himmelmatt, each area has a distinct look and function, allowing

🪞 Reflections on Himmelmatt Expo from MW2 3⃣

Having strong landmarks in your playspace makes wayfinding easier for players, provides ideas for callouts, and helps create a sense of progression as you traverse.

On Himmelmatt, each area has a distinct look and function, allowing
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A few small adjustments can completely salvage a flawed design. It can even make it great. Identifying the root of the issues is key. #leveldesign

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🪞 Reflections on Himmelmatt Expo from MW2 4⃣ One big lesson I learned is to play it safe when nearing the end of a project. The day before the final compile of Himmelmatt Expo, I deleted a prop that I felt was interfering with player movement. Little did I know that the prop

🪞 Reflections on Himmelmatt Expo from MW2 4⃣

One big lesson I learned is to play it safe when nearing the end of a project.

The day before the final compile of Himmelmatt Expo, I deleted a prop that I felt was interfering with player movement. Little did I know that the prop
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The number of turns a player must make to get from their starting spawn to the earliest engagement is something worth paying attention to. Fewer is better as it makes it easier for players to learn how to navigate a map and also helps the pacing feel faster. #leveldesign

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🪞 Reflections on Lounge from MW2 1⃣ Keeping players moving makes for a healthy Gunfight map. On Lounge this was done by: 🔸Making post-ups particularly vulnerable to flanks to discourage players from holding an angle for too long. 🔸Creating cross sightlines through the center

🪞 Reflections on Lounge from MW2 1⃣

Keeping players moving makes for a healthy Gunfight map. On Lounge this was done by:
🔸Making post-ups particularly vulnerable to flanks to discourage players from holding an angle for too long.
🔸Creating cross sightlines through the center
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🪞 Reflections on Lounge from MW2 2⃣ Even with a symmetrical map design, it's beneficial to implement some slight variations to help players orient themselves. This can be done by dressing mirrored areas differently and/or making small geo changes to slightly break the mirror,

🪞 Reflections on Lounge from MW2 2⃣

Even with a symmetrical map design, it's beneficial to implement some slight variations to help players orient themselves. This can be done by dressing mirrored areas differently and/or making small geo changes to slightly break the mirror,
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The bittersweet part of being a level designer (or any artist) is knowing what it was like to be the vessel through which something is created, but never getting to experience the end result in a detached way.