Hello fellow designers, welcome to latest update of the News Roundup. Volume 45 is a big one, there are around 50 links, mostly recent material.
I’ll be recording Episode 1 of LEVEL-DESIGN.org Videos during this weekend. I tried to record it last weekend and during the week but I felt asleep :x
Articles:
- An Analysis of Far Cry 5: Outposts
- An Analysis of Splinter Cell Blacklist: Benghazi
- An Analysis of Call of Duty WW2: London Docks
- An Analysis of Rainbow Six Siege: Hereford Base
- An Analysis of Splinter Cell Blacklist: Hackers Den
- An Analysis of Ghost Recon Wildlands
- An Analysis of Assassin’s Creed Unity
- Design Concepts for Cover Placement
- Brass Tactics: Level Design Theory Part 1 (A Look into RTS Level Design in VR): Part 1, Part 2, Part 3
- Building the World of Assassin’s Creed Origins
- Evolution of 3D Mario Level Design – Part 1, Part 2
- Where Did Mario Odyssey’s Level Design Come From?
- How Unordered Challenges Makes Mario Odyssey Special
- Designing side quests? Study these 7 games (and some Chris Avellone pointers)
- The player-directed level design of Tacoma
- Read Short Stories, Become A More Well-Rounded Level Designer
- Level Design: Understanding a level
- An Examination Into Environmental Storytelling
- Game Cities: Those Handy, Simplified Urban Structures
- Level Design Philosophy
- Playing With Style in Environment Design
- The Sandbox 2: Level Design Process
- GDC 2018: How To Light A Level, slides and transcript
- We spent 5 months making high resolution top down images of each Overwatch Map
Art Dumps and Scenes:
Podcasts:
Videos:
- Breaking Down Level Design in Celeste
- Breath of the Wild – Open World Game Design Done Right
- Common Stealth Level Design Mistakes – Bauer Design Solutions
- Designing the Opening Level of BioShock with Bill Gardner
- Far Cry 2 – Level Design IGDA Workshop
- Farlands – Valiant Hearts – Emotional Arcs Through Level Design
- Level Design in a Day: A Series of First Steps – Overcoming the Digital Blank Page
- Level Design Workshop: Designing Celeste
- Half Life 2 Driving Sections Analysis – Part 1
- Mafia 3 – Pre-alpha Comparison
- Maximizing Artistic Critique: Improving Communication for Everyone Involved in Critical Feedback
- My Level Design Philosophy + Tips For Designing Levels
- New Bordeaux − The City of Mafia III
- Sonic Forces Level Design
- Ten Principles for Good Level Design
- The Legend of Zelda: Breath of the Wild’s dungeon design | Boss Keys
- Level Designers – What do they do WEBINAR
- Level With Me: level design in The Beginner’s Guide (2015), chapters 1-7, chapters 8-12, chapters 13-17.
- Level With Me: level design in BioShock 1 (2007), chapter 1 (Intro)
LEVEL-DESIGN.org Reference Database Updates: