LEVEL-DESIGN.org News Roundup – Volume 52
Articles:
- From Backdrop to Spotlight: The Significance of Architecture in Video Game Design
- Level Design: The Linear Labyrinth
- Level Design Tips To Improve Your Games!
- Player Choice and Gameplay Styles
- Cover – Safety/Intel/Planning
- Planning for Planning
- Death Stranding — Level Design Tropes
- Outpost Design in Open World Game — Analysis
- Organic City Building
- Guidance and Orientation in Open World Maps
- Infusing Realism into your layouts
- Linear/Multi-path/Open-world
- Game-play: Challenge and Choice
- Zen – Level Design
- From pen-and-paper to blockouts: How level designers craft iconic stealthy encounters
- Get the history of Dust 2, Counter–Strike’s greatest map, from its makers
- Open world Level Design: The Full Vision (part 1/5)
- Open world Level Design: The Full Vision (part 2/5)
- Open World Level Design: The Full Vision (part 3/5)
- Open World Level Design: The Full Vision (part 4/5)
- Open World Level Design: The Full Vision (part 5/5)
- Shrine design in Zelda: Breath of the Wild
- The story of Halo 2’s iconic multiplayer maps: tight deadlines, a tiny team, and a visit from Napoleon Dynamite
- The Roots of Doom Mapping: An Evolution of Level Design Through the Most Influential WADs Ever Made
- Blockmesh Tips From David Shaver
Videos:
- Level With Me: level design in AMAZESPACE AMaze Berlin Total Digital 2020
- How Obsidian Designed The Outer Worlds’ Quests
- The Making of Gears 5’s Open Worlds, Revealed by The Coalition’s Lead Designers
- How Prey’s Mind-Bending Opening Level Was Designed | Noclip
- GDC – Level Design Summit: VR Lessons Learned in the Level Design of ‘Blood & Truth’
- GDC – Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips to Guide Players
- GDC – Level Design Workshop: The Holy Grail of Multiplayer Level Design: Casual and Competitive Maps
- GDC – Level Design Workshop: Set this Game in Order: Organizing Hundreds of Levels and Mechanics
- GDC – Level Design Workshop: Designing for Non-Linear Story Discovery in Tacoma
- GDC – An Architectural Approach to Level Design: Creating an Art Theory for Game Worlds (and So Can You!)
- Talking Procedural Level Generation in Minecraft w. Dr Christoph Salge | NPC #1
- How to generate a procedural game world | TechTalk #5
- Star Citizen Live: Designing Levels
- The Last of Us – Level Design Breakdown
- Game Anglia Network Talks – Iuliu-Cosmin Oniscu
- Level Design & Environment Art Tips and Techniques from Peter Field, Media Molecule
- Indie RPG Devlog | The Secret Level Design Ingredient
- Level Design Lobby – Ep 66: Resident Evil Level Design
- Level Design Lobby – Ep 68: Kolbe Payne LD Tips
- Silent Hill’s Level Design – Analysis
- Making The Last of Us Part II’s Best Level
- Dead Matter Developer Interview – Level Design
Podcasts: