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Submissions are now open for the GDC 2019 Tutorials!
Hey devs, GDC 2019 has put out a call for submissions of lectures and panels that would be a good fit for 6 of the conference's popular Tutorials, from the Level Design Workshop to eSports Day!
Rebuilding the Reach
Sunless Skies creative director Paul Arendt talks about reconstructing the first region of the game to make exploration more meaningful and terrifying.
| Paul Arendt
Game Classics: Sonic the Hedgehog (1991)
In this second in my "Game Classics" series, I look at some design lessons that can be learned from the original Sonic the Hedgehog. Find out how this iconic game and character came together, which elements of the game worked well, and which didn't!
| Caleb Compton
Why I walked away from my legal career to make video games
Before I founded Modern Storyteller and began making our game, The Forgotten City, I was working as a legal and strategy advisor to a multi-billion dollar tech company. Yes, that is a bizarre career change. So why did risk my career to make video games?
| Nick Pearce
Runick - Level Design
A look into the designing process of an indie game called Runick. This blog post will be divided into three parts, each of them tackling one part of the process I went through while designing the levels in Runick (Experimentation, Progression and Fillers)
| Toni Steyskal
Video: Building Brink's SMART parkour traversal system
At GDC 2012 Splash Damage's Arne Olav Hallingstad, presents a detailed programmer-oriented overview of the freedom of movement implementation in the studio's 2011 multiplayer shooterÂ Brink
How does 'The Messenger' make you a master?
What can we learn about 'The Messenger' from it's opening hour of gameplay?
A level and game design deconstruct of the initial experience of this action platformer with a twist.
| Chris Wilson
11 BOSS BATTLES OF X-MORPH: DEFENSE, PART 5 - KM-2 REDWING
EXOR Studios are back with their series on boss designs for X-Morph: Defense - both the successful and unsuccessful ones. This time we take a look at one of the bosses which made it to the final game, inspired by an unusual, a bit forgotten concept.
| Piotr Bomak
Doing AAA, Startups, and Mobile with Richard Khoo
Richard Khoo is a Game Design Director that has been working in the industry for over 15 years. He spent a decade at Blizzard working on titles like Starcraft 2 and was the lead systems designer for Heroes of the Storm.
| Larry&Brandon GDU
Kliuless? Gaming Industry ICYMI #4
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riotâ€™s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
| Kenneth Liu
Gameplay Ramps in Spiderman
A critical analysis of gameplay ramps when compared to narrative ramps in the Fisk Tower sequence of Spiderman PS4.
| Nathan Savant
Blog: Realism and legibility in open-world level design
The design underpinning Breath of the Wild's
open world come from what may be a surprising source: urban planning. This article examines how these principles lend Hyrule a high degree of legibility.
| Gamasutra Community
Realism and Legibility in Open-World Level Design
The design principles underpinning Breath of the Wild's open world come from what may be a surprising source: urban planning. This article examines how these principles lend Hyrule a high degree of legibility... at a cost.
| Justin Reeve
Space, Place, and the Art of Designing Deep Levels
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Ever wondered what powers environmental storytelling? Placemaking. This article takes a look at how the process of placemaking can be used to help design deep video game levels.
| Justin Reeve
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