Welcome to our weekly recap of the goings on here at Next Level Design. Grab a beverage and snack of your choice, and catch up on it all. ☕
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What is it that makes up the Essence of your level? How do you design your level in alignment with this essence? Chapter 14 gives you some useful tools for answering these questions.
In a world where gamers are bombarded with games, each vying for their time and attention, it becomes increasingly important that your game stand out from the crowd. In this GDC talk, the director of Slime Rancher gives his insight into how to go about this.
Jonathon Wilson, designer at Coatsink and Pocket Money Games, talks about designing for intuitive navigation. Topics include 'Understanding the Play Space', and 'Level Progression'.
The designers of Hitman chronicle their struggles to give players a sense of direction in an open world game, and share the methods they employed to accomplish this.
"A fast-paced multiplayer Arena FPS set in a colourful robotuniverse developed by former Quake and esport professionals", Diabotical is currently running a closed Beta which includes a Map Editor.
Gold Pro Mod Arena - Halo: Reach
A weapon and mechanic overhaul that attempts to make the game more suited for competitive play by following design decisions put in place by classic Halo titles while drawing inspiration from PC arena FPS.
@JB_ graces us with a video on micro-level detail in Star Citizen. @Jake Stegmeier | MartianMallCop shared an update to his portfolio. @Soldat Du Christ posted up some gameplay from Rivals of Aether, and a video on Decision Making in Smash.
Love is in the air, as zswell has grown an undeniable infatuation with Unreal Engine. He continued working on the scene he first shared with us last week, with very impressive results.
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