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Found 2 results

  1. For years I’ve been taking a pretty standardized approach to designing each new map in Cogmind, and although we have dozens of them now, it’s one of the few topics I’ve never covered on the blog. This is essentially because a serious in-depth look at the entire process would require spoiling a lot of content, considering that all the most interesting maps have been located beyond the early game. But with the recent release of Beta 8, which adds a very interesting map right to the early game, we now have a good opportunity to discuss map design without worrying too much about spoile
  2. In the third installment of his Action Adventure Level Design series, Lara Croft creator Toby Gard examines how the design process should incorporate discussions of pacing, structure, and mood -- and how leads can hone their feedback to the team to make it all work. Part 1 described how to create a Level Flow Plan to hand off to the level team. Part 2 described a variety of tools to help turn those Level Flows into detailed, immersive and interesting levels plans. By the end of the process described in the last article -- building through fiction -- you will most likely have a mixture of pa