LEVEL-DESIGN.org News Roundup – Volume 51
Hello fellow Level Artists and Designers! This update is a big one! There’s plenty of articles and videos due to a longer break I took. Enjoy!
One more thing! My second daughter will be born this month! I’ll probably stay offline for a longer time but we’ll see how it will go.
Articles:
- Affordances in Level Design: how players interact with your level
- Case Study of 2Fort
- Creating Team Fortress 2 Content – Koth_Courtyard – Blockout
- Developer Diary – Brian Baker (Infinity Ward)
- Designing the Enemy AI of The Division 2
- Engaging Level Design for Combat – Part 2
- Engaging Level Design for Combat – Part 3
- Everspace 2 – Behind The Scenes #3 – Level Design, Station Modules & Creative Rewards
- How Blasphemous’ level design iterates on classic Metroidvanias
- How they levelled up: Jacob Mills – Ubisoft level designer
- How to articulate a visual language system in a level design environment
- How to handle cover placement
- How to use grids
- Level Design by Subdivision of Space
- Level Design Case Study – Recreating the First Level in God of War (2018)
- Methods of creating invisible tutorials
- On Flow: Part 01
- Ori And the Blind Forest: From Prototype to Game (GIF Comparison)
- Pathfinding for three playable characters simultaneously in Path of Giants
- Solasta Dev Diary #6 – What is Level Building?
- Solving Puzzle Design – Puzzle Resource Summary
- Take a look behind-the-scenes with design documents from The Legend of Zelda!
- The Architecture of Fear: Level Design Lessons from Haunted Houses
- The Elements of Modern Level Design
- The Hidden Level Design of Undertale
- The Importance of Level Design: Breaking the Mood
- The Making of Facing Worlds, Unreal Tournament’s most popular map
- The Making of Shovel Knight: Specter of Torment, Part 1: The Plan
- The Making of Shovel Knight: Specter of Torment, Part 2: Froggy Foreshadowing
- The Making of Shovel Knight: Specter of Torment, Part 3: Our Favorite Secrets and More
- The Making of Shovel Knight: Specter of Torment, Part 4: The Subtle Art of Backgrounds
- The Making of Shovel Knight: Specter of Torment, Part 5: Fin
- Watch Dogs 2 — Automata – A level design retrospective
- What is the effect of the lighting design process on game aesthetics and its influence on the gaming experience?
- What lessons can Action games learn from classic DOOM?
- Wolfenstein: Youngblood: “When it comes to level design, Arkane has shown us the way”
Videos:
- 2 Things for Level Balance (Game Design Analysis Featuring Half-Life 2: DownFall)
- Building Tension with Verticality (Talking Topics on Game Design)
- Coffee Stain Developer Highlight – Level Design
- Designing Open Worlds in Games With Level Design Lobby – Perceptive Podcast
- Designing random GAME LEVELS using BUILDING BLOCKS
- General Level Design Theory – Alberto Carrillo
- Hijacking Flow in Multiplayer Level Design
- How DMC 5 Uses Its Level Design Beautifully
- How Level Design Can Tell a Story – Game Maker’s Toolkit
- How to build GAME LEVELS randomly
- How to Make HARD Levels! – Super Mario Maker 2 Level Design
- Inside – Game Feel and Level Design Analysis
- Level Design Deep Dive – The Evolution of Facing Worlds
- Level Design Lobby – Ep 63: Mitja Roskaric
- Level Design Mysteries Panel, EGX 2019
- Level Design Workshop: The Illusion of Choice
- Level With Me: level design in Black Mesa (Source), Chapter 1 “Black Mesa Inbound”
- Level With Me: level design in Half-Life 2 Episode One, chapter 1B + 2A
- Level With Me: level design in The Long Dark, Episode 1A
- Mafia 3 – Inside Look – Building an Open World
- Mass Effect’s Citadel is One of the Best Locations in Video Games
- Narrative Approach in Games – In Level Storytelling
- Other Places: One Day in Valentine (Red Dead Redemption 2)
- Plot and Parcel: Procedural Level Design in XCOM 2
- The Immaculate Level Design of Dishonored 2
- The Making Of: Tribunal – Level Design Documentary
- The World Design of Hollow Knight
- Tutorial – Science of Level Design
- UE4: What are BSP Blockouts in UE4 and Why Are They So Important? – Tutorial
- Video Game Maps Size Comparison – 2019
- Zombie Army 4: Dead War – Level Design – Inspirations & Concepts (Part 1)
- Zombie Army 4: Dead War – Level Design – White Boxing (Part 2)
- Zombie Army 4: Dead War – Level Design – Using Developer Tools (Part 3)
- Zombie Army 4: Dead War – Level Design – Lighting and more! (Part 4)
- Zombie Army 4: Dead War – Level Design – How Cutscenes Work (Part 6)