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Category: Making Of
Posts: 7


Drive to Work #175—Exploratory Design
Posted by on June 26th, 2016

Drive to Work #175—Exploratory Design

In categories: Design Directions, Design Workflows & Techniques, Making Of, Podcasts

How To Build a Universe
Posted by on June 24th, 2016

How To Build a Universe

In categories: Analysis, Architecture, Art Directions, Design Directions, Design Principles, Making Of, World Design

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

GDC 16 Making The World of Firewatch
Posted by on June 22nd, 2016

GDC 16 Making The World of Firewatch

In categories: Art Directions, Design Directions, Design Workflows & Techniques, GDC Vault, Landmarks, Layout Types, Making Of, Navigation, Prototyping Phase, Streaming, Vertical Slice, Videos, Websites, World Design

GDC 16 Fallout 4’s Modular Level Design
Posted by on June 22nd, 2016

GDC 16 Fallout 4’s Modular Level Design

In categories: Architecture, Design Workflows & Techniques, GDC Vault, Making Of, Modular Construction, Slides & Presentations, Tools, Videos, World Design

One Thousand Cuts
Posted by on June 22nd, 2016

One Thousand Cuts

In categories: Architecture, Art Directions, Design Directions, Gameplay, Making Of

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