169 featured contents in this categoryThis 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.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.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.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.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.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.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.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 theirWhere 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.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'tSuper 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 iPart 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.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.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 firThis 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.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.