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Follow Kevin YouTube: https://www.youtube.com/channel/UCYyLetnYnoGsib7GPDJ16BQ Twitter: https://twitter.com/KevinTillman01 Website: https://kevintillman1.wixsite.com/tillmansart 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
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- color
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nld original Philosophy and Level Design: Rebooted - icyhotspartin
icyhotspartin posted Featured Content in NLD Originals
// Philosophy and Level Design icyhotspartin // Introduction How is a developer supposed to develop a successful business plan for a video game? How is a Level Designer, amateur or professional, supposed to develop a competitively viable environment for that game? How is the Player of such a game supposed to develop a successful strategy such a level in the game? The principle remains the same for all of them. The person engaged must know what his goal is, the tools in his hands, and the nature of the material or environment at his disposal. All then depends-
- dead cells
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In this blog post I’m going to elaborate on a selection of tips and tricks that I’ve tweeted over the last few months from my account @TomPugh1112 These tips are methods that Level Designers use to move players, encourage progression and create areas of immersive gameplay. The tips I’m going to share are general bits of advice that work in different ways for different games. As a Level Designer these tips should be interpreted in a way that is relevant to your level designs. Every game is different so every game requires a different approach. This selection
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- orientation
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IntroductionGame spaces provide a context for the game's rules and systems, and a space for the game agents to perform mechanics. When we go about designing game spaces, sometimes thinking in pure spatial terms clouds what a designer needs to achieve with a certain game space.For FPS games, sitting yourself down with your favorite prototyping tool kit and drawing corridors and rooms is a recipe for disaster. It is difficult to design interesting spatial puzzles when you are creating game spaces using the rules of reality. How many office blocks are fun to navigate?Molecule design is a way of a
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- funneling
- compression
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Game Balance Concepts is a 10-part series of 'lessons'. The course is derived from the actual course teachings of Ian Schreiber, a professor at the Rochester Institute of Technology. Like any college level course, it will require some effort on your part. There's a fair amount of reading. There's also Homework. Feel free to take this as seriously or unseriously as you want.The course will be released in weekly installments as follows: Week 1: Intro to Game Balance Week 2: Numeric Relationships Week 3: Transitive Mechanics and Cost Curves Week 4: Probability and Ran
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- progression
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Recently, I decided that I wanted to start blogging again so that I could discuss various aspects of game development and the game industry. In the hope that it will help to improve my own understanding and provide some insight into the world of Game/Level design.Back in September 2017, I was invited to do a Rezzed session at EGX, where I decided to talk about level design, as that’s one of the areas of design I’m most passionate about. So as my first blog post I wanted to take some time to explore what goes into creating a navigable space.Fun Fact: Level design is an area that I’ve always bee
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- progression
- navigation
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