쉐도잉 연습: How to Make Less Annoying Gameplay in Geometry Dash - YouTube로 영어 말하기 배우기

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Fun fact, I don't actually play that much Geometry Dash.
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Fun fact, I don't actually play that much Geometry Dash.
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Aside from messing around in the editor and coding some projects related to the game,
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I don't find myself trying out many custom levels.
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But lately I've been getting bored,
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so I decided to scroll through the featured list to see what kind of stuff the community is making.
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Besides, I really need to stock up on orbs for 2.2.
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And that's when I noticed that,
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while the levels usually have really nice looking visuals,
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the gameplay can be pretty annoying at times.
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Obviously every level is going to play differently,
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but there's a handful of recurring issues I see in pretty much every level I try.
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One of the most notable rules for good game design is that every mistake should feel like it's your own fault.
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If it takes a hundred attempts to beat a level because the gameplay was super buggy,
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chances are people are only going to have negative things to say about it.
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This video is going to focus less on bad gameplay like poor sinker UFO spam,
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and more on things that are genuinely unfair to the player.
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In my opinion, gameplay should always be prioritized over decoration,
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and creators should strive to make their level as fair and sight readable as possible.
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So without further ado, here are 10 extremely simple ways to make your level less annoying.
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In case you haven't spent much time in the editor,
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S blocks are invisible objects that cut off the effect of a dash orb when you touch them.
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They're generally used as a way to stop the player from cheesing levels,
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or just holding down for longer than they're supposed to.
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However, the main problem with these blocks is that they're completely invisible.
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If you're going to use S-blocks in your level,
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be sure to give a clear indication of where exactly they're placed.
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While a basic decoration or arrow is usually enough to get the point across,
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I recommend following what Fingerdash did and place a small gravity portal.
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Alternatively, you can go with the much better method of not using S-blocks at all.
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If you put spikes or saw blades on the path of a dash orb,
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it'll be much easier for the player to tell when they should let go.
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It also gives players a little more control by eliminating the surprise of having your dash suddenly get cut off.
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My rule of thumb is to leave the player in charge of releasing the dash
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and only use S blocks as a fail safe in case
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they managed to pass the point where they should have let go.
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If you play easier levels frequently,
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you've probably noticed that a lot of creators really like placing invisible blocks
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that correct the player's mistakes and put them back on the right path.
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While this is a nice way to reduce the stress of an easy level,
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the big problem is that the objects are, well, invisible.
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And that means that the blocks are most likely going to interfere with where the player was expecting to go.
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This really bothers me because the creator is essentially hiding major parts of the level
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and blurring the line between visible gameplay versus what's actually there there.
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If you truly want to make easy and readable gameplay,
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just make all of those invisible corrections viewable and merge it with the existing gameplay.
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In short, what the player sees up ahead should be the same as what's actually there.
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You'd think that with over 20,000 rated levels on the Geometry Dash servers,
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people would know how to make good transitions by now.
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Unfortunately, a lot of them still suck.
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And I understand why.
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When playtesting your own level,
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you always know exactly what's coming up and what to do next.
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The important thing to remember is that everyone else doesn't.
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So even if you spend 4 hours making the world's coolest transition,
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it's just going to make players angry if it gives them no time to react to the next part of the level.
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I'm not saying that transitions should be removed altogether,
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in fact a lot of them are really creative.
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All you have to do is give the player a good second
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or two to process what's up ahead before continuing along with the level's gameplay.
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This also applies just as much to blind jumps,
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or really any point in the level where you can't see the gameplay appearing from the side of the screen.
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Let's imagine you had to sit through a 5 minute level with absolutely no objects.
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Chances are you'd get bored and start making your icon jump around.
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Which is fair enough, because what else are you supposed to do?
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Anyways, now let's take that blank level and replace it with a quick message or logo or cutscene or whatever.
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I still don't understand why,
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but whenever people put pauses or cutscenes in their level,
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you almost always die if you try jumping.
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Either they're moving the icon to a very specific point behind the scenes,
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or they just really don't want you to jump there.
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Either way, try not to do this.
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When playtesting your level, make sure to test what happens when you try clicking during these pauses,
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and do everything you can to stop the player from dying.
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Oh my god, where do I even begin with this one?
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The fact that people still get away with doing this is very concerning.
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If a decoration resembles a spike or triangle in any way,
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it probably isn't a good idea to mix it in with the gameplay,
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because if it looks too much like it's in the foreground,
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people can and will confuse it for a real spike.
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In fact, more often than not,
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it's hard to even see a difference.
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The least you could do is raise them off the ground,
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or add outlines to the real spikes so players can tell them apart,
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but well you know how it is.
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I have nothing against marking jumps with arrows,
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in fact I think it's great,
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but the chevron arrow kind of exists for a reason, so please?
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This one only really applies to the UFO and ship,
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but please don't put jump pads inside of portals.
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Like, ever.
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First of all you can barely see them,
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and second of all, just why?
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Every time I play a level that does this I end up flying right into the ceiling,
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and and by the time I get back there I forgot that the pad even existed,
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so I'd die again.
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Either way, make it so there's no punishment for flying too high,
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or just don't put jump pads in portals,
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it's really not that hard.
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I recommend just placing a flat platform,
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which you can rest on for a second.
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More often than not, people are going to stack multiple portals on top of each other.
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For example, a transition into upside-down ship needs both a gravity portal and a ship portal.
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The problem is, both of these portals need to be readable by the player.
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If the ship portal is in front,
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the gravity portal probably won't be noticed,
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and if the gravity portal is in front,
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it'll be hard to tell what game mode you're switching to.
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The easiest solution to this dilemma is to just space the portals out a little bit.
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Chances are you don't have to switch size or gravity on the exact same frame that you touch the portal,
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so don't be afraid to move it forwards or backwards a little.
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Also, if you're using custom art for your portals,
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make sure it's still easy to tell what everything is.
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You don't want people confusing a gravity portal with the wave,
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or something like that.
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It's not a coincidence that modern 2 or 3 star levels play super differently compared to older ones.
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This is because in order to get a star rating that low,
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you basically have to treat the player like a 2 year old.
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Pretty much every jump in the level is done for you,
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and any flying parts require 2 or 3 clicks at most.
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I don't have too much to say about this one other than,
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please stop babying the player.
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If the level truly was easy,
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then players would already know where to go,
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so you wouldn't have to carry them through the entire thing.
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Chances are, you already know what I'm going to say for this one, so yeah.
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Make sure your moving objects are predictable.
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Well obviously it's nice to have surprises and such,
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but the number one rule is to make sure any moving
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objects don't interfere with what the player thinks is coming up ahead.
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And if it does, put some sort of visual indicator so it's easy to tell where you're supposed to go.
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For objects with multiple movements,
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you can communicate the movement by putting the object on a makeshift track,
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or by finding some creative way to telegraph where it'll move next.
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If you've played Mario Maker,
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you're probably familiar with the idea of a little tinny level.
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Essentially it's just a level that looks like it was designed by a four year old.
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Unfortunately, they exist in Geometry Dash as well, usually with demon layouts.
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It goes without saying that making hard levels is much,
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much, much easier than making easy ones,
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but if done poorly, they're just going to come off as annoying.
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Demon levels should be about technical
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and fast-paced gameplay rather than just a big gauntlet of a million challenges that you squish together.
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Gimmicks like straight fly and tight robot jumps are definitely hard enough for demon difficulty,
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but they're not really fun to players,
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it's just a method of artificially raising the difficulty a little.
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Demon level should still be fair and readable,
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the only difference being that the gameplay is much more technical and has less room for error.
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If your idea of a demon level is just spamming straight fly and crazy UFO parts,
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well, really you're just being a jerk to the player at that point.
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And that about does it for this list.
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This video is pretty different from my usual content,
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but I feel like it had a lot of really good ideas worth sharing.
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There's a million other points I could have gone over,
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but my advice is to just let a friend play test your level and take note of wherever they die.
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If you have any thoughts or things to add,
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be sure to share them in the comments,
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and I'll try to read as many as I can.
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I'm really interested in hearing what you guys thought of this list,
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whether you're a creator, or just someone who enjoys playing levels.
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With that being said, thank you for coming to my TED Talk,
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and I'll see you in 2022 when I upload my next video.
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Later, nerds!

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인기 동영상

맥락 및 배경

이번 영상은 Geometry Dash의 게임플레이를 개선하는 방법에 대한 내용을 다룹니다. 영상의 주인공은 이 게임을 자주 플레이하지 않지만, 다양한 커스터마이즈 레벨을 탐색하면서 게임 내에서 발생하는 여러 문제들을 지적합니다. 그 중에서도 보통의 레벨들은 시각적으로 아름다운데 반해, 게임플레이에서 일어나는 불합리한 요소들이 많다는 점을 강조합니다. 그는 플레이어가 실수했을 때 느끼는 경험이 중요하며, 게임 디자인의 기본 원칙에 따라 모든 실수가 자신의 잘못처럼 느껴져야 한다고 주장합니다. 이런 맥락 속에서 게임플레이를 개선할 10가지 간단한 방법을 소개합니다.

일상 대화에 유용한 5가지 표현

  • 주목할 만한 사실: "재미있는 사실은, 나는 Geometry Dash를 그리 많이 하지 않아요."
  • 문제 제기: "레벨이 보통 멋진 비주얼을 가지고 있지만, 게임플레이는 가끔 귀찮을 수 있어요."
  • 의견 표현: "저는 게임플레이가 장식보다 우선시 되어야 한다고 생각해요."
  • 구체적 방법 제안: "S 블록을 사용할 때는 명확한 표시를 해주는 것이 좋아요."
  • 플레이어 경험 강조: "플레이어가 대시를 해제할 책임을 맡겨야 해요."

단계별 쉐도잉 가이드

이번 영상의 내용을 효과적으로 학습하기 위해서는 다음과 같은 단계를 따르는 것이 좋습니다:

  1. 비디오 반복 시청: 처음에는 영상을 한 번 보고, 중요한 포인트를 잡아보세요. 특히 발음과 억양에 주목하세요.
  2. 스크립트 분석: 비디오의 트랜스크립트를 살펴보며 특정 표현과 어휘를 이해해 보세요. 이 과정에서 영어 발음 교정영어 회화 연습을 위한 새로운 단어를 익힐 수 있습니다.
  3. 쉐도잉 연습: 영상의 내용을 들으면서 주인공의 말을 따라 해보세요. 이때 shadowing site를 활용하여 음성과 텍스트를 동시에 참조하면 더욱 효과적입니다.
  4. 자신의 목소리 녹음: 자신의 발음을 녹음한 후, 원본 영상과 비교하여 차이점을 분석하세요. 이를 통해 shadow speech의 기술을 더욱 향상시킬 수 있습니다.
  5. 반복 학습: 일정 시간을 배정해 반복 연습을 하세요. 특히 어려운 부분은 여러 번 연습하여 익숙해지도록 하세요. shadowspeaks를 통해 발음과 억양을 연습하는 것도 좋습니다.

이러한 단계들을 통해 Geometry Dash 관련 비디오에서 제안된 게임 디자인 원칙을 이해할 뿐만 아니라, 영어 말하기 능력도 함께 발전시킬 수 있습니다.

쉐도잉이란? 영어 실력을 빠르게 키우는 과학적 방법

쉐도잉(Shadowing)은 원래 전문 통역사 훈련을 위해 개발된 언어 학습 기법으로, 다언어 학자인 Dr. Alexander Arguelles에 의해 대중화된 방법입니다. 핵심 원리는 간단하지만 매우 강력합니다: 원어민의 영어를 들으면서 1~2초의 짧은 지연으로 즉시 소리 내어 따라 말하는 것——마치 '그림자(shadow)'처럼 화자를 따라가는 것입니다. 문법 공부나 수동적인 청취와 달리, 쉐도잉은 뇌와 입 근육이 동시에 실시간으로 영어를 처리하고 재현하도록 훈련합니다. 연구에 따르면 이 방법은 발음 정확도, 억양, 리듬, 연음, 청취력, 말하기 유창성을 크게 향상시킵니다. IELTS 스피킹 준비와 자연스러운 영어 소통을 원하는 분들에게 특히 효과적입니다.

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