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Category: Videos
Posts: 24


Disobeying Orders In Games
Posted by on July 26th, 2016

Disobeying Orders In Games

In categories: Choice, Goals, Videos

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

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

Epic Games on Level Design Psychology – Unreal Tournament
Posted by on June 26th, 2016

Epic Games on Level Design Psychology – Unreal Tournament

In categories: Audience, Choice, Design Directions, Design Principles, Emotions, Gameplay, Goals, Motivation, Perception, Player Control, 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

Other Places: Deus Ex: Human Revolution
Posted by on June 26th, 2016

Other Places: Deus Ex: Human Revolution

In categories: Game Environments Videos

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