LEVEL-DESIGN.org News Roundup – Volume 53
Websites:
- Level Design Library is a website that aggregates tons of level design related content. Give it a try – www.leveldesignlibrary.org
Articles:
- Designing an Arkane Game Level
- Level Design Analysis: Oxenfurt level in The Witcher 3: Wild Hunt
- Molecule Design
- Traversal and Exploration
- Difficulty in Stealth Games
- Watch Dogs Legion — The borough of Southwark — Level Design Talk
- A level design look at parkour rooftop connectivity in Assassins Creed Urban Spaces
- A Three-Level Short Story – The Level Design of Die Young: Prologue
- Tile Games Level Design: Best Practices For Testing Like A Pro
- Systematic Chaos – Procedural Map Generation in The Riftbreaker
- Shaping Emotions: Utilizing Shape Language and Symbols in Level Design
Tools:
Podcasts:
- Level Design Podcast is also on YouTube!
- Think Like a Game Designer – 22 Episodes!
- Level Design Lobby – Ep 78: Peter Field LD Tips
- Open World vs Linear Level Design//LDL#84
- Emotional Design Through Level Building – Evan Hill/ LDL #82
- LD023 – Let’s talk Unreal and more with Steve Streeting!
- LD024 – EGX Digital 2020 / Level Design Secrets Panel
- LD028 – Jonathon Wilson from Hangar 13
- LD029 – Naughty Dog’s Michael Barclay talks Blocktober
- GSPC Episode #67: Multiplayer Level Design Fundamentals
- GSPC Episode #68: Ask Me Anything with Rob’s Students
- Industry Idiots – EP29_ with Jeff Gagné | Dynamic Worlds, Combat X Level Design
- Industry Idiots – EP21_ with Mitja Roskaric | Leading Teams, Level Design Expectations
- Industry Idiots – EP20_ with Max Pears | Combat & Level Design
Videos:
- GDC 2018: Level Design Workshop: Procedural Regeneration: Matching the World to the Player
- GDC 2018: Procedural World Generation of Far Cry 5
- GDC 2020: Destructible Environments in Control: Lessons in Procedural Destruction
- Spatial Communication in Level Design – Dreams | Develop:Brighton Digital 2020 (link to a talk on Peter’s channel)
- Open world level design / Pascal Luban
- Dev Diaries: Level Design || ENDLESS SURVIVAL
- Breaking Down Uncharted 2’s Best Levels in 60 seconds
- Hub World Level Design, What is it?
- What Makes a Great Hub World? – How Mario 64, Spyro, and Hades Made Theirs ~ Design Doc
- Level With Me: level design in Promesa
- Level With Me: level design in Paradise Killer
- Level Design Studies – Halo Rat Race
- Level Design Untold ‘Tricks’ Techniques of Architecture
- Level Design Untold ‘Tricks’ Signposting
- Level Design Untold ‘Tricks’ Boundaries
- Rethinking Space in Game Design | Manifold Garden and Designing Spectacular Spaces
- Map Analysis: Kaizen (5v5 defuse)
- Map Analysis: Engage (5v5 defuse)
- Map Analysis: Basalt (5v5 defuse)
- Map Analysis: Feast (5v5 defuse)
- Level Design Devlog #3 | Metrics in Unreal Engine 4