LEVEL-DESIGN.org News Roundup – Volume 48
Hello fellow Level Designers and Artists! Welcome to the 48th volume of LEVEL-DESIGN.org News Roundup. This update is a bit rushed, I could probably find more links but I wanted to post what I already had for you before the winter season break.
My Level Design book is still coming and getting better every week. Sadly, I have no time for recordings but hopefully, this will change next year! By the way, did I mentioned that recently I got hired a Senior Level Artist & Designer at Techland? Yep, I’m back! :)
I wish you the best in upcoming year 2019! I hope that during winter season break you’ll have a chance to relax and recharge your creativity, so 2019 will kick-start with fresh ideas for great levels! Thank you for your support and donations via Patreon! This website exists thanks to you, guys! Raised money allows me to move the website to a better, faster and bigger server that is available world-wide!
Articles:
- Space, Place, and the Art of Designing Deep Levels
- Level Design: Tricks of the Trade
- Half-Life 2’s Animated Architecture
- Designing Omnidirectional Levels for Lightfield
- Realism and Legibility in Open-World Level Design
- Runick – Level Design
- The ultimate guide to videogame tutorial design
- No More Tutorials! How to Convey Information Through Design
- Q&A: Inside the tools and techniques used to build The Crew 2’s open world
- Simple Thoughts For Artistic Level Design
- How Battlefield’s Most Iconic Team Deathmatch Map Was Made
- HUNT: Showdown – Lawson Delta Compounds Concept
- Hitman 2: Stealth Redefined
- How We Built an Entire Universe in a Year and a Half
- Ready Player One: Working on Level Design for VR
- Telling a Story Through Environment
- How Santa Monica Studio Nailed Exploration in God of War
- Blocktober: The Levels of God of War
Useful Links:
Videos:
- Other Places Walks: Athens (Assassin’s Creed Odyssey)
- Hunt: Showdown – Developer Diary – Making of Lawson Delta
- Intro to Environmental Storytelling – Video Game Design
- How to do Linear Game Design: BioShock
- The World Design of Castlevania: Symphony of the Night – Boss Keys
- Map Theory: Positive and Negative Space
- Level With Me: level design in Return of the Obra Dinn (2018)
- Level With Me: level design in The Light Keeps Us Safe (2018)
- Level With Me: level design in NaissanceE, chapter 2
- Red Dead Redemption 2’s Greatest Achievement Is Its Responsive World
- GDC ’12 – Level Design Case Studies: Trainyard and Cut the Rope
- GDC ’13 – The Art of Dear Esther – Building an Environment to tell a Story
- GDC ’16 -The Living World of The Witcher 3: The Wild Hunt
- GDC ’18 – Level Design Workshop: Blockmesh and Lighting Tips
LEVEL-DESIGN.org Reference Database Updates: