Andrew Yoder's Blog
Hi, I’m Andrew Yoder. I am a designer who started as a modder in 2007. Between 2011 and 2015 I freelanced and made experimental art games while earning a degree in History. From late 2015 through the summer of 2018, I worked at Hi-Rez Studios as a level designer on Paladins, Smite Adventures, and on Paladins Battlegrounds before it became Realm Royale. I currently work at Digital Extremes.
Member Blogs
An examination of classic level design and techniques for inviting the player into arenas instead of fighting from the doors.
Adapted from GDC19's Level Design Workshop, this post applies real world playgrounds to multiplayer level design with a focus on level geometry.
Andrew Yoder's Comments
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[Blog - 08/08/2019 - 10:17]
Changing the game systems, like ...
Changing the game systems, like Doom 2016 did by adding health and ammo pickups on melee kills, totally helps There are other systems, like the corner-peeking and high lethality of tactical shooters, that make doors the safest places to be, and leaves little room for the level design to fix ...
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[Blog - 09/18/2017 - 09:53]
Interesting post, especially as a ...
Interesting post, especially as a way of analyzing and describing game modes without getting lost in something too abstract or granular. Your noun-verb types do stretch a little thin for games without player-avatars, though. r n r nI tend to think of multiplayer game modes in terms of resources that ...