This article is a portion of a dissertation by Kenneth Hullet. The source writing is over 250 pages in length. We share this in hopes that it will further the learning of level designers. The Table of Contents is listed directly below, within a spoiler. The parts marked in Orange are included here. Follow the link at the end of this article to read the full writing, as it contains much value.
TABLE OF CONTENTS - In Spoiler
This is one part in a series of articles that will attempt to explain how I think when I design. The purpose of these articles is not as much to provide a hands-on practical approach – just to explain how I do stuff. Once I finish this series, I’ll focus on some more practical applications of this stuff.
(Link to Part 2)
Important points from the last article
The Big Principle: A game is fundamentally a conversation between the designer and the player.
Reaching Perfection consists of a series of short articles on Level Design, written by Ray Benefield over the course of several years. The articles were originally published on his website (www.reachingperfection.com), and are republished here on Next Level Design with permission from the author. The subject matter is wide ranging, covering everything from Threat Zones, to Peer Review, to Cohesion, and many, many other aspects of level design.
These articles are a snap
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Reaching Perfection is a series of short articles on Level Design, written by Ray Benefield over the course of several years, covering everything from Threat Zones, to Peer Review, to Cohesion. Chapter 1 digs into the subject of First Impressions.
Part 2 of this
Backtracking in a game is boring - there's just no denying this fact. In this featured video, Extra Credits addresses this issue, pointing out pitfalls to avoid, and providing numerous methods of designing levels so that backtracking isn't a necessity.
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Quake Halloween Jam 2019
Andrew Yoder is once again hosting a Quake Map Jam. This time around it's a Halloween theme.
Read the full announcement with detailed info on assets for the Map Jam, Submission Guidelines, and various other details: https://andrewyoderdesign.blog/2019/09/06/announcement-quake-halloween-jam-2019/
Mapcore has announced a contest focused on 'Exotic Places'. The contest has a substantial prize pool of $15,000!!!
Read the Announcement Thread on Mapcore for the full details on this contest: https://www.mapcore.org/topic/23329-exotic-places-csgo-mapping-contest-2019/
We're extremely happy to see that the fantastic CS:GO mappers have an opportunity to show off their skills. We encourage everyone to follow along with all of the participants progress in the Contest Forum on Mapcore: https
oh my god, I totally forgot to mention this re. reach mouse and key aiming - it is completely impossible to drive vehicles other than the wraith with mouse and keys. Impossible. Terrible. Awful. Just use a 360 usb controller, it will save you a lot of stress.