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TIGSource ForumsDeveloperArt (Moderator: JWK5)Level: design and building
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Author Topic: Level: design and building  (Read 4090 times)
gimymblert
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« on: February 21, 2014, 07:07:35 AM »

http://www.gamasutra.com/blogs/ChadiELZIBAOUI/20140204/208281/Designing_Multiplayer_maps_for_Assassins_Creed__Saba_Island_Case.php

http://www.gamespot.com/articles/the-anatomy-of-a-titanfall-map/1100-6417775/

http://www.worldofleveldesign.com/

...

http://nickdablin.wordpress.com/category/thief/
« Last Edit: February 22, 2014, 03:45:20 PM by Gimym JIMBERT » Logged

gimymblert
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« Reply #1 on: March 05, 2014, 12:04:10 PM »

no triage here

art:
http://www.gamasutra.com/blogs/JeremyPrice/20110318/89198/Applying_the_Elements_of_Design_and_Principles_of_Design_in_Level_Art.php?print=1
http://gamasutra.com/blogs/TravisHoffstetter/20130527/193089/Making_Better_Hallways.php
http://www.gamasutra.com/view/feature/185676/the_aesthetics_of_game_art_and_.php?print=1
http://www.gamasutra.com/view/feature/134398/an_artists_eye_applying_art_.php?print=1
http://www.gamasutra.com/blogs/EricSchwarz/20111203/9026/Making_Game_Levels_Interesting.php

process:
http://www.gamasutra.com/view/feature/131257/an_architects_perspective_on_.php?print=1
http://www.gamasutra.com/view/feature/131401/gdc_2002_realistic_level_design_.php?print=1
http://www.gamasutra.com/view/feature/131462/wheres_the_design_in_level_.php?print=1
http://www.gamasutra.com/view/feature/131463/wheres_the_design_in_level_.php?print=1
http://www.gamasutra.com/view/feature/2475/creating_modular_game_art_for_fast_.php
http://www.gamasutra.com/view/feature/130735/illustratortomaya_how_to_design_.php?print=1
http://www.gamasutra.com/blogs/JoelBurgess/20130501/191514/Skyrims_Modular_Approach_to_Level_Design.php


procedural
http://www.gamasutra.com/blogs/MichaelCook/20130928/201224/The_Saturday_Paper__Turn_Left_At_Next_Plot_Twist.php
http://www.gamasutra.com/blogs/PaulTozour/20131201/206006/Decision_Modeling_and_Optimization_in_Game_Design_Part_9_Modular_Level_Design.php
http://www.gamasutra.com/blogs/LukeMcMillan/20131014/202289/The_Rational_Design_Handbook_Four_Primary_Metrics.php

design
http://www.gamasutra.com/blogs/TravisHoffstetter/20130210/186364/The_Art_and_Science_of_Pacing_and_Sequencing_Combat_Encounters.php
http://www.gamasutra.com/view/feature/132469/anatomy_of_a_combat_zone.php?print=1
http://www.gamasutra.com/view/feature/131460/gdc_2001_the_architecture_of_.php?print=1
http://www.gamasutra.com/view/feature/131767/secrets_of_the_sages_level_design.php?print=1
http://www.gamasutra.com/view/feature/134779/designing_better_levels_through_.php?print=1
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« Reply #2 on: March 15, 2014, 09:50:57 AM »

http://askagamedev.tumblr.com/post/76972636953/game-development-myths-players-want-smart-artificial
http://www.gatheryourparty.com/articles/2014/02/04/level-theory-tom-clancys-splinter-cell-2/
« Last Edit: March 22, 2014, 06:29:13 PM by Gimym JIMBERT » Logged

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« Reply #3 on: April 23, 2014, 09:30:50 AM »

https://www.dropbox.com/s/f08yrk1pp8m2nua/Matthias_Worch_Decisions_That_Matter.pdf

http://forums.tigsource.com/index.php?topic=38010.0
« Last Edit: June 01, 2014, 06:54:39 AM by Gimym JIMBERT » Logged

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« Reply #4 on: May 07, 2014, 09:02:50 AM »

Stealth
http://www.eurogamer.net/articles/2014-03-23-stealth-vs-stealth
http://sneakybastards.net/stealthreview/thief-design-analysis-part-1/
http://blog.counter-strike.net/index.php/2014/04/9284/
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« Reply #5 on: July 17, 2014, 04:58:12 AM »

http://www.gamasutra.com/blogs/ChristopherTotten/20140711/220802/Excerpts_from_An_Architectural_Approach_to_Level_Design.php
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« Reply #6 on: July 20, 2014, 07:48:21 AM »

The lisa brown method of making level design
https://www.youtube.com/watch?v=dc36cGaIr3Q&feature=youtu.be
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« Reply #7 on: August 20, 2014, 05:37:13 AM »

http://www.gamasutra.com/blogs/MateuszPiaskiewicz/20140817/223513/Composition_in_Level_Design.php
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« Reply #8 on: October 03, 2014, 11:24:53 AM »

http://level-design.org/
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« Reply #9 on: December 17, 2014, 09:31:11 AM »

Modular asset
http://www.polycount.com/forum/showthread.php?t=144838

Game maker is an abomination
http://purplepwny.com/blog/gamemaker_is_an_abomination.html

Valence theory in stealth
http://neonstruct.com/blog/?p=181

article round up
http://level-design.org/?p=2217

The last of us
http://www.mapcore.org/page/features/_/articles/level-design-in-the-last-of-us-part-one-r46

unchartred 4
http://www.dualshockers.com/2014/12/10/uncharted-4-wip-screenshots-and-videos-show-gameplay-fantastic-caustic-effects-and-level-design/

stuff

http://unityready.com/

http://www.eurogamer.net/articles/2014-11-16-ion-storms-lost-deus-ex-sequels?utm_source=twitter&utm_medium=social&utm_campaign=socialoomph

http://blogs.wefrag.com/channie/

http://www.neogaf.com/forum/showthread.php?t=936991

https://www.youtube.com/watch?v=MFd1uFqW7IE&feature=youtu.be

https://www.youtube.com/watch?v=i1EnWSAbsSY&feature=youtu.be
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« Reply #10 on: December 17, 2014, 10:03:29 AM »


http://level-design.org/wiki/index.php?title=Main_Page
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gimymblert
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« Reply #11 on: December 24, 2014, 04:28:18 PM »

http://gridpaper-maps.tumblr.com/
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gimymblert
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« Reply #12 on: June 12, 2015, 11:27:53 AM »

http://level-design.org/?p=2368
http://solarskistudio.com/blog/centered-compositions-and-framing-in-video-games/

http://www.doomworld.com/vb/post/1300059


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« Reply #13 on: June 20, 2015, 07:44:54 AM »

http://www.blog.radiator.debacle.us/2015/06/local-level-design-and-history-future.html
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« Reply #14 on: June 22, 2015, 05:31:34 AM »

One day I will consume everything in this thread and become the best level designer ever!
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gimymblert
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« Reply #15 on: July 27, 2015, 05:57:13 PM »

http://www.gamasutra.com/blogs/BobbyRoss/20140720/221342/The_Visual_Guide_to_Multiplayer_Level_Design.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29
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« Reply #16 on: August 23, 2015, 09:01:01 PM »

https://twitter.com/sideEffect_LGL/status/631383423802851328

http://www.gamasutra.com/blogs/NickDonnelly/20150629/247283/
http://www.gamasutra.com/blogs/BartVossen/20150324/239562/Level_design_for_melee_combat_systems.php
http://www.gamasutra.com/blogs/BartVossen/20150717/248582/Incorporating_level_design_in_Melee_combat_systems.php
http://tvtropes.org/pmwiki/pmwiki.php/Main/InstructiveLevelDesign
https://www.mapcore.org/articles/development/source-lighting-technical-analysis-part-two-r66/
http://www.gamasutra.com/blogs/ArioBarzan/20150727/243308/
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« Reply #17 on: September 02, 2015, 07:06:31 AM »

http://forums.tigsource.com/index.php?topic=50043.msg1173519#msg1173519
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« Reply #18 on: September 02, 2015, 08:54:47 AM »

an analysis of super metroid's level design and how it's used to intuitively teach the player what they need to know: (level design as tutorial)

http://www.gamasutra.com/blogs/HugoBille/20120114/90903/The_Invisible_Hand_of_Super_Metroid.php

This article used to have a bunch of images accompanying it which made it even better but unfortunately they're gone now (perhaps archive.org saved a snapshot of the article with the images still there). If you've played Super Metroid a couple times you should be able to follow just the text, though.



breaking down the level design of sonic the hedgehog:

http://forums.sonicretro.org/?showtopic=28302

identifies a "three route" system employed by sonic the hedgehog levels where three distinct paths through a level overlap. also suggests how good sonic levels additionally have special mechanics to keep them interesting, and more

(also, maybe more people would see this thread if it was just in the Design forum? lots of level design on a mechanical level can come down to being more design than art too)
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gimymblert
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« Reply #19 on: September 02, 2015, 08:56:31 AM »

cool thanks!
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