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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.
In 2010 I started at Crystal Dynamics to work on the 2013 Tomb Raider reboot. Within my first two weeks, I was entered into a “Thunderdome” exercise in which I had two days to revamp a traversal level, competing against a senior level designer who had worked on Assassin’s Creed 2. A winner would be chosen after the time expired and that level used in the game.Prior, I had never designed a level for a game using more than a simple jump mechanic where the player could only land on their feet. You can probably guess that I lost, but what started was my education into the intricacies of laying