Difference between revisions of "Level Design"

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(Level Design Tutorials: Level Design in The Last of Us)
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== Level Design Tutorials ==
 
== Level Design Tutorials ==
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* [http://www.mapcore.org/page/features/_/articles/level-design-in-the-last-of-us-part-one-r46 Level Design in The Last of Us] by ''[http://www.froughol.com François "Furyo" Roughol]'', a three-part series by a Senior Level Designer, analyzing Naughty Dog's level design in The Last of Us.
 
* [http://www.curiousconstructs.com/projects/level-design-concepts/ Designing Action: Defining the Encounter in Games] by ''[http://www.curiousconstructs.com/about/ Nathan Cheever]'', an excellent dissection of how successful game levels are designed and made. Recommended!
 
* [http://www.curiousconstructs.com/projects/level-design-concepts/ Designing Action: Defining the Encounter in Games] by ''[http://www.curiousconstructs.com/about/ Nathan Cheever]'', an excellent dissection of how successful game levels are designed and made. Recommended!
 
* [http://www.bendarling.net/index.php?page=levels Level design process] by ''Benjamin Darling''
 
* [http://www.bendarling.net/index.php?page=levels Level design process] by ''Benjamin Darling''

Revision as of 16:44, 8 January 2015

All about the design of gameplay spaces. These are usually called levels, sometimes stages.

Level Design Tutorials

Level Design Resources

Units and Scale

The units and scale you use is very important. Modular meshes should be built to snap to a unit-based grid, and physics calculations depend on certain scales. Fortunately, game editors usually have a scale setting you can use on import to convert from 3d modeler scale into proper game engine scale.

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