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Category: Design Principles
Posts: 79


Industry Broadcast #123: Challenge In Games
Posted by on August 2nd, 2016

Industry Broadcast #123: Challenge In Games

In categories: Challenge, Design Principles, Difficulty, Frustration, Must Listen!, Podcasts

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

Gamasutra: Ten Principles of Good Level Design – Part 2
Posted by on July 20th, 2016

Gamasutra: Ten Principles of Good Level Design – Part 2

In categories: Articles, Design Principles, Difficulty, Emotions, Engagement, Mechanics, Must Read!

Gamasutra: Ten Principles of Good Level Design – Part 1
Posted by on July 20th, 2016

Gamasutra: Ten Principles of Good Level Design – Part 1

In categories: Articles, Comfort & Surprise, Design Principles, Environment Storytelling, Goals, Must Read!, Navigation

What Games Are – Glossary: Achievement
Posted by on July 17th, 2016

What Games Are – Glossary: Achievement

In categories: Achievement, Articles, Design Principles, Motivation, Risk & Reward

GDC 14: How Board Games Matter
Posted by on July 13th, 2016

GDC 14: How Board Games Matter

In categories: Choice, Design Directions, Design Principles, Gameplay, GDC Vault, Information, Outcome, Randomness, Transparency, Videos

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

Game Maker’s Toolkit: Super Mario 3D World’s 4 Step Level Design
Posted by on July 13th, 2016

Game Maker’s Toolkit: Super Mario 3D World’s 4 Step Level Design

In categories: Challenge, Design Principles, Difficulty, Learning Process, Progression, Videos

Extra Credits: Fail Faster – A Mantra for Creative Thinkers
Posted by on July 11th, 2016

Extra Credits: Fail Faster – A Mantra for Creative Thinkers

In categories: Design Phase, Design Principles, Extra Credits, Must Watch!, Videos

Extra Credits: How Games Keep Things Exciting
Posted by on July 11th, 2016

Extra Credits: How Games Keep Things Exciting

In categories: Design Principles, Emotions, Engagement, Experience, Extra Credits, Must Watch!, Pacing, Progression, Videos

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