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Chapter 1: Hear me out Going as far back as the Halo trilogy, and especially in more modern games like Destiny, the aptly named Modern Warfare, and even Apex Legends, it has been commonplace to refer to all facets of the 'shooting' in one of these games as its gunplay. Which, in and of itself, is fine - vague and generalized word use is very helpful, and allows us to get complicated ideas across quickly when we’re trying to touch on larger points. For that reason, I don’t go around grilling people who don’t use perfectly accurate verbiage at every turn. However, more often than not, when
This article is the second of a two-part series that covers theories behind level design and suggests a set of design rules. The intention is to aid gamers who want to design levels for pleasure or pursue a career in level design. Read Part 1 of this series here: Level design is the data entry and layout portion of the computer game development cycle. A level is, for all intents and purposes, the same as a mission, stage, map or other venue of interaction that the player in. As a level designer, you are the presenter of all the labors of the programmers and artists an