LEVEL-DESIGN.org News Roundup – Volume 36
Articles & Tutorials:
- On Theft’s Level Design: Maps and Territories
- The 20 Best 2D Mario Levels of All Time
- WoLD – UE4: 27 Step Crash Course to Getting Started with Unreal Engine 4
- InnerSpace: Level Design- Building a Scenario
- The Making of Outpost 23
- Level Design in Procedural Generation
- Gamasutra – The Secret To Designing The Perfect Level?
- Gamasutra – Architecture in Video Games: Designing for Impact
- Gamasutra – Designing Smart, Meaningful SHMUPs
- Gamasutra – Procedural World Generation: The Simulation, Functional and Planning Approaches
- Gamasutra – “Line the Pipes!” or Testing Your Mechanics for Flow
- Gamasutra – How To Train Players Right, So They Don’t Hate Learning To Play
- World Building and Art Direction of Destiny
- Level Design: Trascend
- 5 Common Mistakes Super Mario Makers Make In Level Design
- How A Map For Albion Online Is Designed
- How Can We Prevent VR Sickness with Level Design?
- MegaMan X to X2 – How Level Design Changes
Tools:
Videos:
- The Making of Titan Pass – Part 1, Part 2
- Other Places: Mad Max, Firelink Shrine (Dark Souls), Pathos II (SOMA), Rain, Hoth (Star Wars: Battlefront), North Yankton (GTA V)
- Polygon Fragments – The Witcher 3: White Orchard
- UE4: Beginner’s Step-by-Step to Creating Your First Level
- Cave Story’s Masterful Game Design – A Longform Analysis
LEVEL-DESIGN.org Reference Database Updates: