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Category: World Design
Posts: 10


The GM’s Guide 19 – Bringing Your World to Life
Posted by on June 29th, 2016

The GM’s Guide 19 – Bringing Your World to Life

In categories: Art Directions, Belevability, Context, Design Directions, Design Principles, Discovery, Environment Storytelling, Exposition, Mystery, Podcasts, World Design

The GM’s Guide 11 – Dungeon Design
Posted by on June 26th, 2016

The GM’s Guide 11 – Dungeon Design

In categories: Podcasts, World Design

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

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

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

Definition of Open World, Free Roaming and Sandbox
Posted by on June 22nd, 2016

Definition of Open World, Free Roaming and Sandbox

 

 

 

In categories: Layout Types, Non-Linear Progression, World Design

Understanding The Sublime Architecture of Bloodborne
Posted by on June 22nd, 2016

Understanding The Sublime Architecture of Bloodborne

In categories: Architecture, Theme, World Design

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