We take look back at the some of the content shared on Next Level Design during the past week.
*Note: Clicking an image below will bring you directly to the content.
Reaching Perfection, Chapter 17: Color Contrast - Ray Benefield
"There are many ways to draw a player’s gaze. One of those ways is to use contrasting colors in an otherwise bland scene. But color contrast isn’t just about eye catching."
Mario Maker has brought the world of level design to the fingertips of many who have never designed a level for a game previously. This article presents level design tips from the professionals, which can be of use to designers at every stage of advancement.
"In this episode we sit down and talk with Paul Ehreth, Control’s Lead Designer at Remedy! Join us as we discuss and discover the secrets behind the design of The Oldest House."
n this 2013 GDC lecture, Robert Briscoe details his experience developing the environment of Dear Esther, where he was forced him to think outside the box due to engine limitations. Take his lessons learned and apply them to your own projects.
Metroid Prime was ahead of it's time, taking the 'Metroidvania' into 3D. But what about it's level design and world design? This video takes a critical look at what Metroid Prime did well, what it did poorly, and what we can learn from it.
Our March Challenge carries on. Design something specifically for a military simulation game, and share it with us.
We wish a warm welcome to our newest member @KeepItCEcret! We're glad you found us.
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