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  1. This article by Deanna Van Buren (who assisted on 'This Witness') makes a compelling case for collaborating with an architect (or learning more about architecture yourself) . What you're about to read below is a recap of the full article, which is linked at the end. The article covers 9 essential areas: Developing architectural narratives Integrating landscape and architecture Building design Deploying materials & textures Scaling, proportion, and style Details Transitions Characters and environment The space in between In t
  2. This is the second part of a three part series of articles dealing with level design in action adventure games. Part 1 described Level Flow Diagrams, that act as the core of the level brief provided to a team by the Leads. Part 2 describes a process of expanding that brief into a detailed level plan. This stage of the process is most often carried out by a cross-discipline team of designers, artists and coders, who will expand the level brief into a detailed level plan, but this process can equally be the next step that an individual designer takes when designing a level solo. A Note on Co
  3. IntroductionThe following is a recap of an article from David Ballard that was posted on 80 Level. Follow the link at the end of this post for the full article. In this article, David walks us through his multiplayer level design process. David explains that he had originally build for co-op play. Representation of the PlayerIn order to be able to understand the players will feel and interact inside a play space, it's critical to put yourself in digital shoes. From there, you must understand and support the overa
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