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Category: Level Geometry
Posts: 10


Valve Developer Community – Single Player Mapping Tips
Posted by on July 21st, 2016

Valve Developer Community – Single Player Mapping Tips

In categories: Activities, Architecture, Articles, Belevability, Context, Design Directions, Design Principles, Design Workflows & Techniques, Difficulty, Enemies, Environment Storytelling, General Design Practices, Level Geometry, Level Scripting, Pacing

Game Maker’s Toolkit: The Legend of Zelda: Link’s Awakening’s Dungeon Design
Posted by on July 13th, 2016

Game Maker’s Toolkit: The Legend of Zelda: Link’s Awakening’s Dungeon Design

In categories: Analysis, Backtracking, Design Directions, Design Principles, Layout Types, Level Geometry, Motivation, Resources, Videos

Level Design Primer Part 13: Level Geometry
Posted by on July 9th, 2016

Level Design Primer Part 13: Level Geometry

In categories: Analysis, Choke Points, Covers, Design Directions, Design Principles, Design Workflows & Techniques, Level Geometry, Line of Sight, Verticality

Gamasutra: Anatomy of a Combat Zone
Posted by on June 29th, 2016

Gamasutra: Anatomy of a Combat Zone

In categories: Articles, Choice, Combat, Conflict, Design Directions, Design Principles, Design Workflows & Techniques, Gamasutra, Gameplay, Layout Sketch Phase, Level Geometry, Navigation, Strategy

Stuck? One Section Level Design for Gameplay – Idea to Playtest
Posted by on June 26th, 2016

Stuck? One Section Level Design for Gameplay – Idea to Playtest

In categories: Articles, Design Workflows & Techniques, Gameplay, Layout Types, Level Geometry, Prototyping Phase, World of Level Design

3 Workflow Techniques – How to Draw Top-Down Level Design Map Layouts
Posted by on June 26th, 2016

3 Workflow Techniques – How to Draw Top-Down Level Design Map Layouts

In categories: Articles, Boundaries, Design Workflows & Techniques, Landmarks, Layout Sketch Phase, Layout Types, Level Geometry, Navigation, Playstyles, Progression, Strategy, World of Level Design

Design Club – League of Legends: Summoner’s Rift – Level Design Analysis
Posted by on June 26th, 2016

Design Club – League of Legends: Summoner’s Rift – Level Design Analysis

In categories: Analysis, Balance, Boundaries, Choice, Design Principles, Extra Credits, Gameplay, Layout Types, Level Analysis Videos, Level Geometry, Videos

How (and Why) Spelunky Makes its Own Levels | Game Maker’s Toolkit
Posted by on June 26th, 2016

How (and Why) Spelunky Makes its Own Levels | Game Maker’s Toolkit

In categories: Abstract Design, Analysis, Boundaries, Design Directions, Gameplay, Level Analysis Videos, Level Geometry, Procedural Geometry

GDC 13: Empowering the Player in a Story-Rich World: Co-Directing Dishonored
Posted by on June 23rd, 2016

GDC 13: Empowering the Player in a Story-Rich World: Co-Directing Dishonored

In categories: Choice, Design Directions, Design Principles, Design Workflows & Techniques, Environment Storytelling, Gameplay, GDC Vault, Goals, Level Geometry, Linear Progression, Making Of, Navigation, Non-Linear Progression, Playstyles, Rules, Story, Systems, Tutorials, Visual Language, Websites, World Design

GDC 13 DUST 514: Reflecting The Universe
Posted by on June 22nd, 2016

GDC 13 DUST 514: Reflecting The Universe

In categories: Art Directions, Design Directions, Design Workflows & Techniques, GDC Vault, Level Geometry, Lighting, Making Of, Slides & Presentations, Terrain Height Map, Videos, Websites, World Design

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