Posts Tagged Level Design

Contact Double Agent: Preserving Uncertainty (Analysis of Dr. Doak in GoldenEye 007)

Mar 31, 2011

Last minute topic switch! I was preparing a few different entries for the Beginner post this month, however all of them could use a little more iteration before they are ready for posting, and it seems I have run out of time. Here, instead, is a paper I recently prepared for one of my courses,… Read more »

Level Design Process*

Oct 29, 2010

Knowing how to use a paint brush is different than knowing what to do with it. The previous article was about how to use a level design tool, which is prerequisite to what this entry aims to cover: what to do with it. Steps in the Process Although every game’s level/scenario design is unique, there… Read more »

Everyone’s Platformer: Level Editor Manual

Oct 24, 2010

What follows is an operator’s manual for the editor in Everyone’s Platformer (Article / Play / Edit), the example 2D game engine I put together for HobbyGameDev in September. The next few articles will detail the design process and tool creation tradeoffs, but they will make more sense after the editor environment is familiar. Learn… Read more »

Level Design Concepts*

Aug 24, 2009

Philosophies Every decision in a level’s design is a conscious act by the level designer. Levels aren’t made by placing walls; levels are made by planning. Once a level developer is accustomed to the toolset at hand, and the underlying game engine, emphasis shifts from placing “walls” to placing “rooms,” and from placing “enemies” to… Read more »

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