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As with many of the articles and guides you'll find on this site, this one is a hyperfocused and concise distillation of what it means to design a level for players to experience - in this particular case, a competitive multiplayer level. Thomas Buijtenweg whips the reader past the important pillars of multiplayer level design, starting with the oldest game in the book and ending up at the fastest game in the book, at a pace equal to that of the Quake characters in his embedded videos.Seriously, it's fast, blink and you'll miss it speed - but it illustrates the cruciality of identifying and ut
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
In this article, Toby Gard introduces the fundamentals behind the design of story-driven levels. While consideration of the gameplay is axiomatic to any successful level design, the inclusion of story elements - characters, objects, pacing, emotional tone, and narrative theme, to name a few - adds a whole new dimension to the process, specifically in the form of cross-team collaboration. Artists, composers, writers, coders, designers all have a hand in the design process, a little bit like the making of a film. Of course, anyone who has worked collaboratively knows that this type of situat