LEVEL-DESIGN.org News Roundup – Volume 29
Articles:
- Tobiah Marks Blog – Blast Monkey’s Design Philosophy
- DevMag – How to Design Levels for Platformers
- STRAFE Blog – How We Are Handling Level Generation in STRAFE
- MapCore – Level Design in The Last of Us by Francois Roughol – Part 1, part 2 and part 3
- MakingGames – Designing The World Smallest MMO
- Lambda Generation – CS:GO “Train” Revamped
- CS:GO Website – Reintroducing “Train” Level
- Gamasutra – Defining Boundaries: Creating Credible Obstacles In Games by Gareth Griffiths
- Kill Screen – Want To Learn About Game Design? Go To IKEA
- Grid Paper – Level Layouts and Top-Downs
- Significant Bits – Super Mario Bros 3 – Level Design Lessons – Part 3
Art Dumps:
- Assassin’s Creed: Black Flag – Polycount Art Dump
- Dishonored – Polycount Asset Art Dump
- Witcher 3: Wild Hunt – Panorama Pictures
Contests:
- MapCore’s Quake 3 15th Anniversary Contest – Winners!
Releases:
- Retro Jam 1 – Medieval Theme – Q1SP Level Pack
- LVLWorld – Q3 Level Reviews Update
Tutorials:
- World of Level Design – UDK Bundle – “UDK The Foundation” & “UDK How to Guide to Landscape Creation”
Tools:
- MicroBrush 3 – New brush-based level editor for Source Engine
- CryEngine 3.6.12 Update
- Unreal Engine 4.6 Update
- Eidos Blog – Introducing Dawn Engine
Videos:
- Far Cry 4 – Map Editor Preview
- NEO Tokyo – Level Design
- Custom Gamer – Persia Inversion by Lunaran (Q1SP Level)
- Custom Gamer – Ikwhite Theme by Skacky (Q1SP Level)
- Custom Gamer – The Halls of the Blood God by Scampie (Q1SP Level)
- Valve Channel – Reintroducing “Train” Level
LEVEL-DESIGN.org Reference Database Updates:
