Hello and welcome to Volume 39 of the LEVEL-DESIGN.org News Roundup. This time there’s really a lot of Level Design & Art stuff, enjoy! I’ve also listed two podcasts in this update, that’s new for the News Roundup. I’ll try to get more of these but usually there’s not much about Level Design or stuff related to it. If you got or know any cool podcasts, please, let me know!
Articles:
- How to Draw Top-Down Level Design Map Layouts
- Stuck? One Section Level Design for Gameplay from Idea to Playtest
- The Art of Astroneer – Low Poly
- Dear id, please don’t forget Doom’s level design
- Shut Up Doom 3
- How Lego Star Wars: The Force Awakens’ Levels Are Built
- Visual Cues In Level Design (Gamasutra)
- How Dark Souls’ concept art may have deep ties to its environmental design (Gamasutra)
- Traversal Level Design Principles (Gamasutra)
- Level Design Basics (Gamasutra)
Podcasts:
- Explaining Design Decisions to Clients with Tom Greever of Bitovi Agency
- Game Master’s Guide – Episode 11 – Dungeon Design
Videos:
- The Beauty of Call of Duty – Stronghold (Black Ops 3)
- Other Places: Shoshone National Forest (Firewatch)
- Other Places: The Witness
- Other Places: Return to Skyrim
- Other Places: Skellige (The Witcher 3: Wild Hunt)
- Designing For Exploration & Choice In Firewatch
- Using iterative level design to ship Skyrim and Fallout
- NS2 Spark Editor: The Making of Shaft
- The Gruesome Level Design Of Doom
- Talking Hitman Level Design – Part 1, Part 2, Part 3
- Intelligent Design: The Legend of Zelda – Part 1, Part 2
- Intelligent Design: Braid – Part 1, Part 2, Part 3
- Intelligent Design: Pokemon Red – Part 1
- The Hall of Ascension – Great Levels in Gaming
- World of Dishonored: Raising Dunwall
- Transmissions: Element 120 by Shokunin (Custom Gamer)
- Super Mario RPG Level Design Analysis – Mushroom Way to Star Hill
LEVEL-DESIGN.org Reference Database Updates:
Resources listed above are now added to the Knowledge Base.