LEVEL-DESIGN.org News Roundup – Volume 47
Articles:
- The Art of Level Design: Do’s and Don’ts
- Introduction to Level Design for Games
- The player-directed level design of Tacoma
- Level Design Study: The Last of Us Part II gameplay trailer level
- The Anatomy of a Stealth Encounter
- Level design: Tricks of the trade
- Building Novigrad
- Half-Life 2’s Animated Architecture
- Looking back at the level design triumphs of Super Metroid
- Landscape Archaeology and the Art of Open-World Level Design
- Space, Place, and the Art of Designing Deep Levels
- 7 Great Stealth Encounters in Games That Are Worth Studying
- How Does “The Messenger” Make You a Master?
- Realism and Legibility in Open-World Level Design
- Prospect and Refuge
- Designing Omnidirectional Levels for Lightfield
- Titanfall 2: How Design Informs Speed
- Apex Arena Devlog: Making a Stage
Interviews:
Mentorships:
Videos:
- Sunset Overdrive & Spider-Man: A Look at Insomniac’s Open World Game Design
- Out of Bounds Exploration | Uncharted 3 – Boundary Break
- Uncharted 4 Ending Truck Chase Blockout Comparison
- Uncharted 4 Madagascar Timelapse
- Procedural Level Generation in Sure Footing | AI and Games
- Digital Dragons ’18: Steve Lee – Creative Process for Level Designers
- Digital Dragons ’18: Thiago Klafke – The power of simplicity
- GDC ’12: Vault, Slide, Mantle: Building Brink’s SMART System
- GDC ’12: The Titans: Creating Living, Breathing Levels in God of War III
- GDC ’18: Designing Unforgettable Titanfall Single Player Levels with Action Blocks
- Framing – Super Simple TRICK for making Better Levels
- The World Design of Super Metroid | Boss Keys
- Space Hulk: Tactics – Map Editor Trailer
- Using Hudini to Generate World of Far Cry 5
- Other Places: Yokosuka (Shenmue)
- Other Places: Yakuza 0