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Category: Design Directions
Posts: 32


Valve Developer Community – Single Player Mapping Tips
Posted by on July 21st, 2016

Valve Developer Community – Single Player Mapping Tips

In categories: Activities, Architecture, Articles, Belevability, Context, Design Directions, Design Principles, Design Workflows & Techniques, Difficulty, Enemies, Environment Storytelling, General Design Practices, Level Geometry, Level Scripting, Pacing

What Games Are – Glossary: Activity
Posted by on July 17th, 2016

What Games Are – Glossary: Activity

In categories: Activities, Articles, Design Directions, Gameplay

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

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

Level Design Primer Part 11: Designing Around Failure
Posted by on July 9th, 2016

Level Design Primer Part 11: Designing Around Failure

In categories: Articles, Design Directions, Design Workflows & Techniques, Failure

Industry Broadcast: Fun is Fine
Posted by on July 6th, 2016

Industry Broadcast: Fun is Fine

In categories: Art Directions, Design Directions, Design Principles, Fun, Podcasts

Ludology Episode 128 – Why?
Posted by on June 29th, 2016

Ludology Episode 128 – Why?

In categories: Action, Audience, Choice, Completion, Customization, Design Directions, Design Principles, Design Workflows & Techniques, Experience, Fantasy, Immersion, Mastery, Motivation, Podcasts

Gamasutra: The Fundamental Pillars of a Combat System
Posted by on June 29th, 2016

Gamasutra: The Fundamental Pillars of a Combat System

In categories: Articles, Combat, Design Directions, Design Principles, Gamasutra, Gameplay

Gamasutra: 7 Combat Systems That Every Game Designer Should Study
Posted by on June 29th, 2016

Gamasutra: 7 Combat Systems That Every Game Designer Should Study

In categories: Articles, Combat, Design Directions, Gamasutra, Gameplay, Mechanics

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