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Category: Navigation
Posts: 8


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: Disorientation
Posted by on July 18th, 2016

What Games Are – Glossary: Disorientation

In categories: Articles, Navigation

Level Design Primer #9: Navigation through Non-Linear Levels
Posted by on July 9th, 2016

Level Design Primer #9: Navigation through Non-Linear Levels

In categories: Articles, Navigation, Non-Linear Progression

Gamasutra: Anatomy of a Combat Zone
Posted by on June 29th, 2016

Gamasutra: Anatomy of a Combat Zone

In categories: Articles, Choice, Combat, Conflict, Design Directions, Design Principles, Design Workflows & Techniques, Gamasutra, Gameplay, Layout Sketch Phase, Level Geometry, Navigation, Strategy

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

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 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

Push & Pull: The Art of Guiding Players Through The Environment
Posted by on June 22nd, 2016

Push & Pull: The Art of Guiding Players Through The Environment

In categories: Affordance, Boundaries, Breadcrumbs, Clutter, Color, Composition, Continuity, Familiarity, Goals, Interface, Landmarks, Layout Types, Lighting, Navigation, Negative Space, Perception, Player Control, Scale, Simplicity, Theme, Vantage Point, Visual Language

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