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NLD Update: January 11, 2020
Designing Celeste - Matt Thorson
Getting Lost (by Design) in Hollow Knight - Abhishek Iyer
Task Force - Level Design Opportunity
Trinity, Part 9: Why I Call it Trinity - Mike Stout
Reaching Perfection, Chapter 7: Combat Congestion and Traffic - Ray Benefield
NLD Update: January 5, 2020
January Challenge: Resolutions
CrossCode's Brilliant Level Design - Game Soup
Trinity, Part 8: Paths - Mike Stout
Reaching Perfection, Chapter 6: Incentives - Ray Benefield
NLD Update: Week 52
Level Design for Platformers - Neutronized
Titanfall 2: How Design Informs Speed - Abhishek Iyer
Trinity, Part 7: Ramps (Part 2) - Mike Stout
Reaching Perfection, Chapter 5: Deterrents - Ray Benefield
NLD Update: Week 51
Quake January Jump Jam
How I Design Video Game Levels - Josh Foreman
Vaporum: Lockdown Level Design Contest - Fatbot Games
Level Design for Combat: Part 3 - Max Pears
Trinity, Part 6: Intensity Ramps - Mike Stout
Reaching Perfection, Chapter 4: Perspectives - Ray Benefield
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