LEVEL-DESIGN.org News Roundup – Volume 54
Articles:
- A brief look at Cyberpunk 2077 City Design — Night City
- Bioshock Infinite: A level analysis from a gameplay point of view #1, #2, #3
- CyberPunk — Night City Analysis
- Design Bits Analysis: Limbo’s Level Design – Mostly Perfect
- Exploration and risk zones
- How to articulate a visual language system in a level design environment
- Open World Analysis — GTA 3
- Open World Encounter Design
- Respawn Entertainment Dev Shows Before and After Level Design Photos
- The Art of Video Game Architecture
Podcasts:
- Burning Bridges With Bridgeburner – #06 John Romero on the Art of Level Design
- Official Level Design Podcast – Episode 403: Hear Here!
- Level Design Podcast (Multiple Episodes)!
Videos:
- 19 ways to Improve an FPS Level Design project (made in Half Life 2)
- Advanced Level Design Techniques In 2D Platformers – Devlog 8
- Citybuilding Tips featuring Gujian3
- Den Discussions #1 | Jason McCord: Apex Legends, Titanfall, Call of Duty
- (Digital Dragons) Dori Adar – How Decisions Affect Play Experience
- Guiding the Player Through GAME DESIGN
- How Control’s Most Ambitious Level Was Created | Audio Logs
- How Dishonored 2 Level Design gets Complicated (interview excerpt)
- How to Improve your Level Design Portfolio – 5 questions and tips
- Intro to my Level Design Principles, Analysis and Advice channel
- (Digital Dragons) Mateusz Piaskiewicz – Traps and Cans of Worms That We Encounter When Designing Games
- Level Design Cover 101 – Placement & Mindset
- Level Design Lobby: Game Design w/ Jamie Smith #98
- Level Design Lobby – AtomHawk #101
- Level Design Short: Denial and Reward
- Level Design Short: Landmarks
- Level Design Shorts: Stairs – Dimensions and Tips
- Level Design Studies – Halo Blood Gulch
- (GDC) Level Design Workshop: Designing Radically Non-Linear Single Player Levels
- Mini Open World Level Design in Alba: A Wildlife Adventure
- Paradise Killer’s Unique Level Design & Pickups
- (Digital Dragons) Pascal Luban – Open world level design
- Ori Designer Breaks Down the Awesome Sand Level
- Self Destructive Level Design | How Good Intentions Go Wrong
- SpiderMan: Level Design Portfolio
- The Division 2 – Missions, World & Level Design (Better Than The Division 1?)
- The Illusion of Non-Linear Level Design | God of War
- The Level Design of Bowser’s Castles – Super Mario 3D World Analysis
- The Open World of Mafia 3 – Moonshine and Mistakes | Walking the Walk – FA
- The Perfect World Density & Level Design of Deus Ex Mankind Divided
- (GDC) The World as Your Canvas: Telling Location Based Stories
- Why Foundry has the BEST level design in DOOM | Deep Dive
- (GDC) World Building with Architecture
LEVEL-DESIGN.org Reference Database Updates: