LEVEL-DESIGN.org News Roundup – Volume 56
Articles:
- Dev Blog: The Carnival Level Design
- Level Design Process #01: Cube to Temple
- PAX East 2012 – An Uncharted 3 Story: The Chateau, Creation to Ashes
- PAX Prime 2014 – Gigantic Level Design Panel
- New Updates Coming with Apex Legends: Arsenal
- New Quake Map: “Taught By Thirst” for Remix Jam by Robert Yang
- Remnant 2 Q&A – Dev Confirms Bigger Levels and Increased Verticality
Videos:
- 3 Level Design Horror Principles to Induce Fear into Your Environments & Game (as Seen in Alan Wake)
- Benefits of Missing Out: What ‘Cyberpunk 2077’ Taught Us About Non-Linear Level Design
- Closing the Gap – Chasing Effective Level Design Processes for a New Genre in Rollerdrome
- Connecting combat and level design
- Conversing with Players Spatial Composition – Level Design
- Deathloop & Dishonored | Building the power EP.2 Gaming Architecture
- Designing Single Player Combat Areas – Level Design for 3rd Person Shooters Games
- Diablo Dungeon Design ft. Ed Hanes
- Dishonored 2 level designer breaks down Dishonored 1 level
- ETG Sofie takes us on the journey named Level Design
- Everything I learned from Disneyland
- Examining the genius of SCP:5k’s Area-12 campaign level design
- Frontline: The Making of Fata Morgana Map!
- GDS 2017: Patrik Sadloň – How to deliver a game world for a truck simulator [EN]
- GDS 2022: Jakub Vavřík – How we (re)created Lost Heaven for Mafia: DE
- How I Designed Cyberpunk 2077 Levels
- How technical does a Level Designer need to be? (LD Interview)
- How to actually get game dev done on time
- How To Make A Metroidvania Map
- James Brough (Azur Games) – 12 Rules for Environments & Level Design in Mobile Games
- Jeffrey Kung Interview (Lucas Arts, Psychology, Level Design, Republic Commando, DOOM etc.)
- Katya Pateva – Building Better Towns for Open World Games
- Level Design of Ghostrunner – Creating Cyberninja Skatepark – Łukasz Wabik || One More Level S.A.
- LEVEL DESIGN IS HARD
- Level Design Learning with Patrick Haslow
- Marcin Kluzek – Ghostrunner Level Design Production Pipeline
- Moving Mountains: Speedy Level Creation as a Desperate Indie Dev
- NGDC 2014: Inaugural Keynote – The Creative Process by Bob Bates – Part 2
- System Driven Level Design (My Biggest Mistake)
- SIEGE 2015 – Truly Great Level Design
- The level design flaw that nearly broke Dark Souls for me
- The Radiant level I built to work on BioShock Infinite
- The Violent Intimacy of Descent’s Level Design
- Tips & Examples to making better Classic Sonic Simulator Levels (For beginners)
- Video Game Level Design Lessons from Boom Blox
- Was Dark Souls’ Blighttown a Mistake? | Design Delve
- What Developers Misunderstand About Dark Souls Level Design | Design Delve
LEVEL-DESIGN.org Reference Database Updates: