• How the Uncharted games implement player navigation - Abhishek Iyer

    The more ‘open world’ video game environments get, the more navigational paraphernalia get foisted upon player shoulders. Maps, markers, checkpoints, radars, and HUDs persist on the screen and faithfully point towards where the game intends you to go next.   There’s nothing wrong with map-based navigational aids: they streamline gameplay and provide helpful markers for posterity in truly open-world environments. But if we are to look at games as tools that foster exploration, immersion

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    The Brilliant Design of Left 4 Dead - Core Ideas

    Follow Core Ideas Twitter: https://twitter.com/CoreIdeasYT YouTube: https://www.youtube.com/channel/UCLLJDyZ7kmJ8sgbuuc3oazg Patreon: https://www.patreon.com/CoreIdeas   Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://t.co/hkxwVml0Dp

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    Reaching Perfection, Chapter 13: Area Introduction - Ray Benefield

    About Reaching Perfection     Missed Chapter 12? Read it here: Path Maps     Intro I want you to think about all of the maps that have very important areas in them that players use to orient themselves and their teammates. Ever heard of people calling out the shotgun room? How about when players say that he is in the sniper tower? In order for player’s to enjoy the optimal experience on your map it is probably best for them to be able to understand where thes

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    NLD Update: February 15, 2020

    This week on NLD, we unleashed our very first official 'Community Feature' article, showcasing the Level Design Lobby Patreon. Also check out a thoughtful video on Player Autonomy, and the first submission to our February Challenge. *Note: Clicking an image below will bring you directly to the content.   News: Community Feature: Level Design Lobby Patreon Max Pears offers an opportunity to upgrade your level design skills, with his guidance.  Learn more about Max, Level

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    Design principles: Master compositional flow and rhythm - Janie Kliever

    We here at Next Level Design love being able to learn from other disciplines and interfaces, and apply them to game design and level design. We hope you'll find something within this article that you can use in your own designs.  If you do, please share by commenting below.  Happy learning!   *Note: The following is a portion of an article which was shared on canva.com. It capture some of the main points, but there are detailed examples provided within the source article which are not

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  • Speedbuild of a Snowboard Freestyle Game (Fortnite Creative Mode)

    Hey there, i don't know if wanted here 😄 but would like to share the easy process of building a funny Snowboard game in Fortnite Creative Mode 🙂 --- Watch the timelapse speedbuild here: Sorry for the bad resolution, built this game on a PS4.  

    LotusCracker
    LotusCracker
    Projects 1

    February Challenge Submission/Discussion: A New Love

    Ahh...February, the month of Love.  ❤️ 😍 🥰 💕 ❣️   Valentine's Day is an opportunity to share your appreciation for those you love the most.  But here on Next Level Design, we're asking you to kick your old lover to the curb.  Not your real life love, but the design methods you've grown to love, and feel most comfortable with. Your Challenge in the month of February is to give your tried and true tools and/processes the cold shoulder, and to see if you can find A New Love.  

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    Mapcore Exotic Places CS:GO Mapping Contest Discussion

    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

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  • What Are You Working On?

    It's funny,  i've watched way more smash bros than i've ever played... come to think of it i've only ever owned smash melee as a kid, besides that i've always just been watching as a fan. The gameplay as a simple formula is amazing, probably my biggest inspiration when it comes to how i design maps. The best thing about melee is how deep fox is as a character, how you can make him your own   Believe it or not, i think rivals of aether might be better than melee, I just got it yesterday

    Soldat Du Christ
    Soldat Du Christ
    Design Discussion

    What Are You Working On?

    Melee is sick. I've been watching competitive Melee for over ten years now and it simply does not get boring. A game that didn't get a single patch and is still changing to this day after almost 20 years through the passionate people playing this gem of a game.   "The era of the five Gods", like, come on, no other game has a such a unique competitive story as Melee. A new era has already begun...   Two icons of the community, Scar and Toph tackle this topic in their newest ep

    Buddy Jumps
    Buddy Jumps
    Design Discussion

    What Are You Working On?

    This mans reaction.... i felt that.  

    SaltyKoalaBear
    SaltyKoalaBear
    Design Discussion

    Level/Game Design on Twitter

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    Level/Game Design on Twitter

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    Fatkid Forger
    Fatkid Forger
    Member Albums

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