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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsLevel Design Primer Series
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Author Topic: Level Design Primer Series  (Read 18890 times)
Irock
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« Reply #40 on: April 03, 2014, 05:58:17 AM »

I'm really enjoying the series. Many of the level design principles were things I already knew but somehow didn't know at the same time. But reading the articles and playing the example games are helping me really understand and makes me want to give the level design process more thought. I also watched your commentary of Venusian Vengeance a while ago and found that to be helpful as well.

Keep it up. Smiley
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pmprog
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« Reply #41 on: April 08, 2014, 02:02:26 AM »

Great series!
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Alec S.
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« Reply #42 on: April 16, 2014, 03:19:56 PM »

Thanks!

Part 13:  Level Geometry
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ClockworkWolf
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« Reply #43 on: April 22, 2014, 07:42:34 AM »

I can't believe I missed this thread. This is a great resource; thank you for taking the time and massive effort!
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Codestar
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« Reply #44 on: April 22, 2014, 07:45:47 AM »

I keep checking back weekly for new entries. Very helpful and it's definitely improving my design skills. Thanks for all of your hard work!  Coffee
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Alec S.
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« Reply #45 on: May 01, 2014, 05:01:17 PM »

Part 14: Composition
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escher
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« Reply #46 on: May 10, 2014, 09:17:07 AM »

Interesting. I'm looking forward to reading through these.
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Alec S.
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« Reply #47 on: May 13, 2014, 09:51:53 PM »

Part 15:  Naturalism
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pmprog
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« Reply #48 on: May 16, 2014, 07:35:14 AM »

Part 15:  Naturalism
Link on Part 14 to this part is incorrect, and links back to part 14
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Alec S.
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« Reply #49 on: May 16, 2014, 07:41:27 AM »

Thanks, fixed.    Coffee
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Irock
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« Reply #50 on: May 16, 2014, 04:34:31 PM »

Solid articles.

Not a big deal, but in Part 15, you can enlarge the right Strider screenshot, but not the left.
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jgrams
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« Reply #51 on: May 19, 2014, 09:29:54 AM »

A couple more typos:

Part 7 doesn't have a link to part 8

Part 10 - should be "keys", not "key's" in the first element of the list of "elements that would stick".

Part 12 - third paragraph: should be "player can regain their *bearings*". And in the following paragraph, I think you mean "The important thing is that the player *can't* reach the goal via the shortcut".  Under Gating Mechanics, first sentence, "close *off* the shortcut".

Part 13 - last paragraph: should be "enemies'", not "enemys'". And in the last sentence, "it's" isn't really a contraction for "it has", so I'd spell it out (though people will obviously know what you mean anyway).
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Alec S.
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« Reply #52 on: May 19, 2014, 10:04:57 AM »

Alright, fixed the issues (there was already a link to part 8 in part 7, though, so I'm not sure what you meant there)
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jgrams
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« Reply #53 on: May 20, 2014, 05:00:12 AM »

there was already a link to part 8 in part 7, though, so I'm not sure what you meant there

Huh. When I went there...oh, I see. You seem to have two copies of it. Most places link to this one, which does have a link to part 8.

http://renegadesector.com/2014/02/level-design-primer-7-non-linear-level-design/

But Part 6 links to this one, which has a "Part 8: Coming soon..." message:

http://renegadesector.com/level-design-primer-7-non-linear-level-design/



Great tutorials, BTW. Made me really think about a bunch of things that had never occurred to me before.
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TriStarch
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« Reply #54 on: May 20, 2014, 03:07:44 PM »

These are great!  You do a really good job of explaining all the little techniques you don't usually consciously notice that make a level feel good.
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Alec S.
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« Reply #55 on: May 21, 2014, 03:39:37 PM »

Thanks!

The issue with part 7 is now fixed.

Also,

Part 16: Environmental Storytelling
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« Reply #56 on: June 12, 2014, 05:50:02 PM »

Some really great stuff! I'll be recommending these to my students.
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Alec S.
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« Reply #57 on: June 30, 2014, 01:05:56 PM »

Thanks!

Part 17: Tension and Release
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Alec S.
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« Reply #58 on: July 08, 2014, 07:19:24 PM »

Part 18: Emergent Objectives
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Blink
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« Reply #59 on: July 09, 2014, 07:48:49 PM »

I just finished #5 and I'm loving it so far. A quick comment: I think your examples have C and X backwards in the controls page? And #5 has a missing word in one of the bullet points at the bottom, "don't let the level too hard"

Looking forward to catching up on the rest, and I'll definitely be sending these to friends! :D
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