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169 featured contents in this category
level design
This video looks at what happens when you remove objective indicators, minimap, and other user interfaces that tell players where they are and where they need to go.level design
How do you get players to go where you want them to go? Trinh Nguyen assesses recent Naughty Dog games, shares his observations, and attempts to hone in on their approach.level design
This video offers a great starting point if you're a game designer looking to develop your skills as a level designer. Step 1, according to Mr Waffles, is to simply Go Outside... But maybe wait until after you've watched the video.level design
Charlie Tancock looks at the relationship between architecture and level design, exploring ways in which the spatial lessons of architecture have been embraced by level designers, and how level design can transcend these rules.game design
Part 5 of Mike Stout's Trinity series aims to layout his overall design methodology. Of part 5, he says in his own words "We’re going to talk about how I use the combat Archetypes we made in the previous article to create a series of enemyenvironmental design
Miriam Bellard shares her insight into creating cinematic experiences when you don't have control of the camera. She suggests using 3 tools: 2D screens, Movement, and Time. This GDC presentation goes into each of these in detail.game design
In the 4th part of his Trinity series, Mike Stout addresses 'Spectra' (a plurality of spectrums). He walks us through an example, demonstrating how various 'Spectra' relate within a 'Choice Field', tying together conceptlevel design
In this chapter on Path Manipulation, Ray Benefield looks at determining where you want players to go, and how you encourage them to do so.level design
Christopher Dionne, veteran designer of the Call of Duty series and Apex Legends, explains how 'Action Blocks' were used to create the single player experience of Titanfall 2. Learn how you can use them to improve your design process.level design
This article is a portion of a dissertation by Kenneth Hullet. It aims to scientifically present a set of level design patterns for FPS games, and be "a resource for designers to help them understand how they are creating gameplay through theirgame design
Mike Stout considers a game mechanic "the meeting point of two design ideas: a Question the designer asks the player, and the Tools the player has for answering that question." This article explores how they interrelate with Choice Fields.level design
Where are the key locations on this map? Where do I find my favorite weapon? The subject of this chapter is teaching players how to play your levels, and why this is important.level design
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'tgame design
Choice Fields - "a collection of spectrums, all of which describe a single game mechanic." The article lays out multiple types of choice fields, providing examples of each, along with thoughts on how to implement them into your game.level design
Super Mario Bros is widely recognized for its levels, masterfully designed to teach players about the rules of the universe they've jumped into. In today's featured article, Abhishek Iyer effectively uses level 1-1 to demonstrate how this igame design
Part 2 of this series on Playtesting from Pascal Luban has him diving deeper into the subject. The final part of the series gets into the logistics and organization of them, along with how to collect and communicate the resulting feedback.level design
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.game design
Mike Stout believes that “a game is fundamentally a conversation between a game’s designer and the game’s players.” He sets out to share his design methodology, which he calls 'Trinity' through a series of articles, of which this is the firlevel design
DOOM helped define what the FPS genre would become. John Romero was one of the driving forces behind the game, and the genre. The man that first used the term 'deathmatch' shares his 8 rules for making his levels both look and play well.level design
This article from Josh Ge, designer of Cogmind, detailing each stage of his level design process from conception to implementation. It covers everything from high level layout, to items, NPC's, and more.game design
The importance of playtesting cannot be overstated. Pascal Luban, veteran designer of games such as Splinter Cell and Alone in the Dark, shares his insights into how to select playtesters, and how to employ protocols to get the most out of them.Sign in to follow thisFollowers 0 -
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