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Category: Playstyles
Posts: 9


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

Game Design Round Table Episode #88: What You Don’t Know Can Hurt You
Posted by on June 26th, 2016

Game Design Round Table Episode #88: What You Don’t Know Can Hurt You

In categories: Information, Outcome, Perception, Playstyles, Podcasts, Strategy

Drive to Work #9—Psychographics
Posted by on June 26th, 2016

Drive to Work #9—Psychographics

In categories: Audience, Design Principles, Design Workflows & Techniques, Playstyles, Podcasts, Strategy

Drive to Work #138—Playtesting
Posted by on June 26th, 2016

Drive to Work #138—Playtesting

In categories: Audience, Design Workflows & Techniques, Playstyles, Playtesting Phase, Podcasts

Drive to Work #197—Playtesting
Posted by on June 26th, 2016

Drive to Work #197—Playtesting

In categories: Audience, Design Workflows & Techniques, Feedback, Playstyles, Playtesting Phase, Podcasts

Drive to Work #213 – 10 Things Every Game Needs—A Catch-Up Feature
Posted by on June 25th, 2016

Drive to Work #213 – 10 Things Every Game Needs—A Catch-Up Feature

In categories: Catch-Up, Design Principles, Design Workflows & Techniques, Playstyles, Podcasts, Strategy

Drive to Work #248—10 Things Every Game Needs – Strategy
Posted by on June 25th, 2016

Drive to Work #248—10 Things Every Game Needs – Strategy

In categories: Audience, Choice, Decision, Design Principles, Design Workflows & Techniques, Outcome, Playstyles, Podcasts, Strategy

Gamasutra: The Influences and Differences of Team Fortress 2 Classes and Overwatch Heroes
Posted by on June 25th, 2016

Gamasutra: The Influences and Differences of Team Fortress 2 Classes and Overwatch Heroes

In categories: Analysis, Articles, Gamasutra, Playstyles, Strategy, Websites

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

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