LEVEL-DESIGN.org News Roundup – Volume 50
Hello fellow Level Designers and Artists! This update is way bigger than an usual one because of the long break between last posts but also because this one is a special one! It’s the 50th News Roundup! First LEVEL-DESIGN.org News Roundup was posted almost exactly 6 years ago. The idea was to save some of my time on writing single news posts and aggregate all the links into one single update. The result got a lot of praise from you and it became a core part of the website. I’m glad we’ve made it to 50th Volume. Thanks for all the kind words! I hope you’ll find this post interesting. Here’s what I recommend to you this time:
Articles:
- Behind The Scene – Zero G Locomotion And Level Design
- Level Design Metrics
- God of War Level Design Breakdown
- Temple of Haoma Level Design
- Sekiro Ashina Outskirts Level Design
- Developing my Rule book (#1)
- From The Witcher 3 to Cyberpunk: The evolution of CD Projekt’s quest design
- Level Design Patterns in 2D Games
- Playgrounds & Level Design
- Troll Games – Design a golden path
- Generating World Maps for Unexplored 2
- Level Design for Combat
- Creating a narrative focused mission design document: A Last of Us example
- A Prefab Primer
- Event SuperVision
- Event SuperVision PART 2
- How Santa Monica Studio Nailed Exploration in God of War
- Blockmesh vs Art Blockmesh vs Final Art Comparison – Uncharted 4
- My Public Work on Paladins – Andrew Yoder
- On Thief’s Level Design: Maps and Territories
- Making Prodeus Levels
- Remembering Marathon Infinity’s Opening Level
- Shooter Level Design – Tweets
- Skeletal Dance Party – Procedural Level Generation
- How To Guide Players
- Intro To Level Design
- Smart & Casual: The State of Tile Puzzle Games Level Design. Part 1
- Smart & Casual: The State of Tile Puzzle Games Level Design. Part 2
- The Door Problem of Combat Design
- Dos and Donts of CS:GO Level Design
- The Importance of Definitions in Game Design
- Tips on Open World Environments Building
- Developer Spotlight: Kevin Butt – Senior Level Designer at Tripwire
- Urban Planning for Lovecraftian Horror: The First Steps
- Women of Ubisoft – Olga Makarenko – Level Designer
Podcasts:
Videos:
- 15 Examples of PHENOMENAL Level Design In Video Games
- Adventures in Level Design: LevelHead #1
- Basic Super Mario Maker 2 Level Design – How to Make GOOD Levels!
- CrossCode’s Brilliant Level Design: Analysis
- Dark Souls 2: A Retrospective—Part 4: World & Level Design
- Days Gone – Landscapes #2 (4K)
- Level Design in God of War | Deconstructed
- F.E.A.R. – Level and Enemy Design
- Level Design Deep Dive- Creating Simplicity
- GDC 2017 – Level Design Workshop: Improving Tool Design Through Editor Triage
- Level With Me: level design in INFRA, part 1
- Level With Me: level design in My Summer Car, part 1
- Level With Me: level design in ШХД: ЗИМА / IT’S WINTER
- MAPS – Episode 1
- Other Places Ambient: Elite Dangerous
- Other Places Ambient: Alien: Isolation
- Other Places Ambient: Subnautica
- Part 1 Procedural Generation of Level
- Part 2 Exploring The Procedural Level
- Polystrike – de_dust 2 level – 4k
- Quick Look: Using Photoshop for level design layouts
- Revealing the Tricks Behind Hitman’s Level Design
- Sketch & Layout | First Person Level Design in Unity (Part 1)
- Designing “Death Factory” by Sam Howels
- Top 5 Dark Souls Level Design Moments
- WRC 8 | Replicating Reality – Level Design Dev Diary