LEVEL-DESIGN.org News Roundup – Volume 23:
Articles:
- Boss rush: Squaring up to one of videogames’ longest-running traditions, the end-of-level battle [Edge Magazine]
- The Iterative Level Design Process of Bethesda Game Studios [Bethesda Blog] [SlideShare]
- Types of Designers [Liz England’s Blog]
- Examining the Essential Building Blocks of Stealth Play [Gamasutra]
- Making of Jagged Alliance levels by Rasmus Künstlicher [Sector D8 Combat] [Making of Sector C14]
Contests:
- $5k Insurgency Mapping Contest 2014 [Game Banana]
Tools:
- Modular Builder Script [Polycount]
Videos:
- League of Legends: Summoner’s Rift – Level Design Analysis [Design Club]
- Super Mario Bros Level 1-1 Analysis [Design Club]
- Rage Subway Town – Environment Presentation [Polygon Fragments]
- Citizen Returns Part 1 – HL2 SP Level Design Commentary [Custom Gamer]
- Crow Avenue – HL2 SP Level Design Commentary [Custom Gamer]
- Level Design – Early Video Games [YouTube]
LEVEL-DESIGN.org Reference Database Updates:
- Call of Duty: Modern Warfare 2 – Complete SP Campaign [Gallery]
- Call of Duty: Modern Warfare 2 (MP) – Complete MP Campaign [Gallery]
- Call of Duty: World at War – Complete SP Campaign [Gallery]
- Call of Duty: World at War (MP) – Few first Multiplayer levels [Gallery]
- Dead Island: Riptide – Two first locations [Gallery]
- Wolfenstein: New Order – First few levels [Gallery]