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About Me

  1. WAYWO has landed. This is one giant leap for Level Design, one giant leap for Video Games. Or anything else you all deem appropriate to discuss in here, since it is traditional to go way, way, WAY(wo) off topic.... 😉
  2. a Chunk

    Core - Game Creation Kit

    What is Core? Core is "a radically accessible game construction kit, content exchange, and game-playing platform, all in one." Put simply, it's a free to play PC based Game Development tool. Developer Manticore Games has a grand vision which has driven their developmental process for this 'game'. In their own words, their mission is "to unleash a new wave of creativity in games by radically lowering the barriers to game making and publishing the same way that YouTube revolutionized video creation." Behind them lies the support of Epic Games, makers of the Unreal Engine in which Co
  3. Follow GabrielWebsite: https://gabrielchauri.com/Twitter: https://twitter.com/churyfernandezYoutube: https://www.youtube.com/channel/UCGmxNOQoWHzUzYrEeLRpxzQ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  4. Special thanks to Ivan Buchta from Bohemia Interactive for his help. Introduction According to Cambridge Dictionary: “Landforms are natural shapes on the earth’s surface”. It’s logical to see how important landforms can be for any outdoor video game map. The way those landforms are incorporated can, as we will see, result in interesting situations depending on how and how much they are used in the game. During this presentation, we will use war games of different genres: battle royals, war simulations, and traditional fps such as Battlefield. During this analysis,
  5. About Reaching Perfection Missed Chapter 24? Read it here: Advertising Intro Do you have a great map that you designed that got very little attention way back in the day? How about that crazy little prototype layout that you threw together a couple months ago? Do you have goals of being an iconic figure in the level design world and having everyone enjoy your content? Then everything that you worked on will not go to waste. Quite the opposite, everything you make is crucial to your success in the future. Every little thing you do is an investme
  6. Create layers over time A classic mistake to make when setting up game encounters is to allow all of the AI to attack at once without any spawn delays. The player will end up just being overrun by AI from all directions and the encounter will quickly descends into chaos. There is a good chance that most players discovering this 'surprise' will not enjoy it. The trick to any encounters is pacing, to stagger the spawning over time and create different waves that are triggered via an event. As the different waves are spawned in, the encounter can eventually build up to a crescendo event a
  7. *Header Image Credit: Aurore Start With a Small Idea Everyone has grand ideas, projects involving mountains of details with complex gameplay systems. The problem with these ideas is that they are extremely difficult to know exactly where to start. They often involve so many different steps with such complex planning that they can easily be abandoned long before they reach a finished prototype stage. I find creating a small experimental idea using existing or placeholder assets can be the perfect way to gain momentum on starting a larger project. A small idea
  8. Follow Game Makers Toolkit Youtube: https://www.youtube.com/channel/UCqJ-Xo29CKyLTjn6z2XwYAw Twitter: https://twitter.com/gamemakerstk Patreon: https://www.patreon.com/GameMakersToolkit Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  9. Level design is its own kind of playful art: part theatre and part architecture, you’re making spaces to challenge and delight other people. With the release of Super Mario Maker, Nintendo wants to encourage fans and players of all ages to try making their own game levels, opening this art to brand-new audiences. But a good level is about more than placing familiar objects on the screen. To help you get started, we asked 7 professional game designers for their best level design tips. Whether you’ve never made a level before or you already have some experience making games, thei
  10. Follow Skarfelt YouTube: https://www.youtube.com/channel/UCAIxg5tQChTd_XiqYLzwZig/ Twitter: https://twitter.com/TeslaSkarfelt/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  11. 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
  12. Follow Adam YouTube: https://www.youtube.com/user/Thefearalcarrot/ Twitter: https://twitter.com/thefearalcarrot Patreon: https://www.patreon.com/ArchitectofGames Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  13. a Chunk

    Mario Maker Workshop

    We have another learning opportunity from the community to share with you. And community is really the key word here, as this opportunity is heavily focused on community interaction and feedback. It offers a great chance to connect with like minded people, share your work, and learn from one another. What is it? The Mario Maker Workshop (MMW) is a free, online game design school that operates like a community. It uses Super Mario Maker 2 as a platform to rapidly test and share ideas. The workshop will teach level design and game design lessons using a unique communal learning
  14. Follow Nick Popovich Twitter: https://twitter.com/nickpopovich YouTube: https://www.youtube.com/channel/UCr4CsSQsFzaVTMR2HzPLUhw Website: http://www.monomipark.com/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  15. The more ‘open world’ video game environments get, the more navigational paraphernalia get foisted upon player shoulders. Maps, markers, checkpoints, radars, and HUDs persist on the screen and faithfully point towards where the game intends you to go next. There’s nothing wrong with map-based navigational aids: they streamline gameplay and provide helpful markers for posterity in truly open-world environments. But if we are to look at games as tools that foster exploration, immersion, and pattern identification (and we should), then overt navigational aids carry an air of spoonfeed
  16. Follow Core Ideas Twitter: https://twitter.com/CoreIdeasYT YouTube: https://www.youtube.com/channel/UCLLJDyZ7kmJ8sgbuuc3oazg Patreon: https://www.patreon.com/CoreIdeas Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  17. Follow Scott Twitter: https://twitter.com/csrigby?lang=en Website: http://immersyve.com/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  18. Follow Matthias Twitter: https://twitter.com/mworch Website: http://www.worch.com/ YouTube: https://www.youtube.com/channel/UC7mOLw0Y_6wTnWWT3CxxvSA Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  19. Follow Nicolae Twitter: https://twitter.com/xelubest?lang=en YouTube: https://www.youtube.com/channel/UCe6v84Uaw_9uq6pc42D62nQ Website: https://thoseawesomeguys.com/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  20. Follow Randy Twitter: https://twitter.com/tigerstylegames?lang=en Website: http://www.tigerstylegames.com/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  21. Follow Matt Twitter: https://twitter.com/mattthorson?lang=en Website: http://www.mattmakesgames.com/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
  22. I know I’m late to the Hollow Knight party myself, but if anyone out there still hasn’t played this magical arthropod adventure, do yourself a $14.99 favor and fall into Hallownest — you won’t regret it. And you do fall into it literally and otherwise; over 40 or so hours, as I descended down Hollow Knight’s subterranean realm of rain-soaked cities, cavernous sewers, and verdant gardens, so did my mind sink into perfecting its laser-precise combat system, deciphering its blink-and-miss story moments, and unraveling its interconnected worlds. The premise of Hollow Knight is simple and l
  23. Intro This is one in a series of blog posts/articles I’m writing to describe my game design methodology. In the first article, I named the system “Trinity” – but I mentioned that I had to lay a bunch of pipe before I could describe why. I have now laid enough pipe, and in this article I’m going to go over (in the most general terms) why I called it that. There are a lot of “things” that make up a game, and I like to break them down into three categories – like smashing an atom into a proton, a neutron, and an electron. In my method, these three categories are super-important.
  24. Intro This is the latest in a series of articles I’m writing to describe the way I approach game design. The last installation was on “Ramps” – essentially a tool for scaling intensity over time. This article builds on the last one, so if you haven’t read it yet I’d recommend you do that first. (Link to Part 7) This installation is going to be on a concept I call “Paths.” I’m going to need this concept to explain something else further down the line, so I wanted to outline it now. I’m planning on fleshing the concept out a bit more when I return to it later.
  25. Titanfall 2 does so many things well. It has surprisingly robust character-building for a shooter, creating an endearing and believable camaraderie between pilot Jack Cooper and his iron giant buddy BT. Its single-player campaign is short, varied, and intense, packing more into 5 hours than most games do in 15. But perhaps the most impressive feat that Respawn Entertainment’s metal gnashing fun-fest has accomplished is unifying all of the game’s design systems to incentivize one core feeling: speed. For the uninitiated, Titanfall 2’s premise is simple. Militia rifleman Jack Cooper gets
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