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Category: Analysis
Posts: 14


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

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

Central Yharnam – Great Levels in Gaming
Posted by on June 26th, 2016

Central Yharnam – Great Levels in Gaming

In categories: Analysis, Level Analysis Videos

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

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

I Don’t Want to Know: Delivering Exposition in Games
Posted by on June 23rd, 2016

I Don’t Want to Know: Delivering Exposition in Games

In categories: Analysis, Design Directions, Design Principles, Design Workflows & Techniques, Environment Storytelling, Exposition, GDC Vault, Slides & Presentations, Story, Videos, World Design

LevelHead: Shovel Knight
Posted by on June 22nd, 2016

LevelHead: Shovel Knight

In categories: Analysis, Videos

The Prospect of Space
Posted by on June 22nd, 2016

The Prospect of Space

In categories: Analysis, Layout Types, Non-Linear Progression, Perception

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