Posts Tagged Level Design

Level Design Commentary in Ms. Vision by Proxy (Preview Video)

Jan 30, 2013

[Update: Ms Vision by Proxy is now released and ready to play!] This game is built atop / as an extension of Everyone’s Platformer (engine full source download), an engine I wrote and released the full source code for here on HobbyGameDev. For more tutorials and resources to help you dig into that engine example,… Read more »

Non-Essential Level Art is Essential

Dec 31, 2012

One of the differences that can cause a student or novice project to stand out in a bad way, looking and feeling unfinished, is the lack of level art that’s non-essential to gameplay. I’m referring of course to art other than the main background, only because I’m assuming that main background art’s already accounted for.… Read more »

E-Mail About Level Design

Jun 28, 2012

Hi it’s Chris DeLeon of HobbyGameDev. Today’s entry is one of my e-mail responses. The e-mail begins: Hi Chris. As part of my studies, I’m required to undertake a research project. I chose level design for my topic. I recently read your article on Level Design Process and found many of the steps and strategies… Read more »

Anti-Design / Backwards Game Design in GoldenEye 007

Jun 26, 2012

I’ve been studying GoldenEye recently–not the newer remake, but the old 1997 game from Nintendo 64. Rare put it together, and Martin Hollis was the producer. This was 15 years ago, back when I was in high school. Now 8 years ago, back in 2004, long after a lot of people forgot about the game,… Read more »

Visual Language in Super Mario Bros Level Endings

May 29, 2011

Every level of Super Mario Bros (1985) on the Nintendo Entertainment System ended with either a tall flagpole or a battle with Bowser over a bridge. Super Mario Bros has 32 levels – 8 worlds, each with 4 areas. The 4th area is always a castle that ends by getting past Bowser. Level endings: the… Read more »

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