LEVEL-DESIGN.org News Roundup – Volume 18
GDC 2014 “Level Design in a Day” Presentations:
- “Iterative Level Design Process” Joel Burgess [GDC Vault Presentation]
- “The Importance of Everything: Analytics of Map Design” Jim Brown [GDC Vault Presentation]
- “The Importance of Nothing: Negative Space in Level Design” Jim Brown [GDC Vault Presentation]
- “The Las of Us: Casting Shadows” Elisabetta Silli [GDC Vault Presentation]
- “A Series of First Steps” Seth Marinello [GDC Vault Presentation – Starting on page 22]
Articles:
- Level Design: Tom Clancy’s Splinter Cell [Gather Your Party Blog]
- How Do I Make An Area Unique [SNOW Development Blog]
LEVEL-DESIGN.org Reference Database Updates:
- Alan Wake – More screenshots but still it’s not yet complete [Gallery Page]
- Payday 2 – Screenshots from two levels [Gallery Page]