Media Summary: The second episode in a series analyzing the The fifth episode in a series analyzing the In this episode, J takes a look at how Fromsoftware created their

Why Bloodborne S Level Design - Detailed Analysis & Overview

The second episode in a series analyzing the The fifth episode in a series analyzing the In this episode, J takes a look at how Fromsoftware created their The third episode in a series analyzing the The fourth episode in a series analyzing the This video is a light retrospective on the development of the Souls series, focused largely on what in particular makes

This was originally supposed to be a short video, but ended up taking two weeks to put together. A close look at every weapon in ... Loot Crate has sponsored and provided free product to feature in this video. Sign up at and ... In this video, I used close observations and save editing to identify and visualize the discrepancies between the low-detail ...

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The Level Design of Bloodborne: Central Yharnam
The Level Design of Bloodborne: Hemwick Charnel Lane
The Level Design of Bloodborne: Cathedral Ward
Why Bloodborne's Level Design is the Perfect Invisible Teacher
Why Yharnam’s Level Design Is a Masterpiece – A Bloodborne Analysis
The Level Design of Bloodborne: Forbidden Woods (Part 1)
The Level Design of Bloodborne: Forbidden Woods (Part 2)
Bloodborne Is Genius, And Here's Why
Bloodborne Perfected Weapons - A Deep Dive on Design
The Evolution of Dark Souls Level Design (and Bloodborne!)
Investigating Bloodborne's Level Design Trickery
bloodborne taught me that architecture is madness
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The Level Design of Bloodborne: Central Yharnam

The Level Design of Bloodborne: Central Yharnam

The second episode in a series analyzing the

The Level Design of Bloodborne: Hemwick Charnel Lane

The Level Design of Bloodborne: Hemwick Charnel Lane

Check out some of my other

The Level Design of Bloodborne: Cathedral Ward

The Level Design of Bloodborne: Cathedral Ward

The fifth episode in a series analyzing the

Why Bloodborne's Level Design is the Perfect Invisible Teacher

Why Bloodborne's Level Design is the Perfect Invisible Teacher

In this episode, J takes a look at how Fromsoftware created their

Why Yharnam’s Level Design Is a Masterpiece – A Bloodborne Analysis

Why Yharnam’s Level Design Is a Masterpiece – A Bloodborne Analysis

Bloodborne's

The Level Design of Bloodborne: Forbidden Woods (Part 1)

The Level Design of Bloodborne: Forbidden Woods (Part 1)

The third episode in a series analyzing the

The Level Design of Bloodborne: Forbidden Woods (Part 2)

The Level Design of Bloodborne: Forbidden Woods (Part 2)

The fourth episode in a series analyzing the

Bloodborne Is Genius, And Here's Why

Bloodborne Is Genius, And Here's Why

This video is a light retrospective on the development of the Souls series, focused largely on what in particular makes

Bloodborne Perfected Weapons - A Deep Dive on Design

Bloodborne Perfected Weapons - A Deep Dive on Design

This was originally supposed to be a short video, but ended up taking two weeks to put together. A close look at every weapon in ...

The Evolution of Dark Souls Level Design (and Bloodborne!)

The Evolution of Dark Souls Level Design (and Bloodborne!)

Loot Crate has sponsored and provided free product to feature in this video. Sign up at http://www.lootcrate.com/bunnyhop and ...

Investigating Bloodborne's Level Design Trickery

Investigating Bloodborne's Level Design Trickery

In this video, I used close observations and save editing to identify and visualize the discrepancies between the low-detail ...

bloodborne taught me that architecture is madness

bloodborne taught me that architecture is madness

This is the Architecture of

Bloodborne - Enemy & Level Design Discussion | Insights Bloodborne

Bloodborne - Enemy & Level Design Discussion | Insights Bloodborne

Bloodborne