Taming the Charge

This kind of follows on from this post.

Something I think about a lot when designing Particulars levels is the charge distribution. When placing particles, I’m actually placing charges, which form ‘hot spots’ of positive and negative charge. By creating areas of strong charge, I create motion, which I can direct in predictable ways. By doing this, I can often build ‘safe spots’ for the player, which I can then shift around using other particles to ensure that the player doesn’t stay still.

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