How do you produce thousands of levels without repeating yourself or sacrificing quality? This GDC 2016 talk from Metanet Software's Mare Sheppard and Raigan Burns summarizes the level design lessons they learned over the course of the decade-long development cycle that led to N++.
This talk will summarize the lessons learned over the course of Metanet's decade-long quest in pursuit of platforming perfection. How do you enable players to find their own way through levels which are ultimately "linear"? How do you support complete noobs and 10-year veterans alike with the same level design? How do you produce thousands of levels without repeating yourself or sacrificing quality? Mare and Raigan have invested an enormous amount of time into answering these questions and will share what they found in this session. The context of the talk will be platformers in general and N++ specifically, but the insights are applicable to level design, and game design, in general.
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