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September 24, 2021
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Sebastien BENARD's Blog


Co-founder of Motion Twin, I prefer making games to playing them. Now working on a roguevania called Dead Cells! Oh and I love Ludum Dare. 


Member Blogs

Posted by Sebastien BENARD on Wed, 29 Mar 2017 09:39:00 EDT in Design, Programming, Indie
Using procedural generation and maintaining robust Level Design might seem like an oxymoron at first glance. In fact, the key for us was in having the algorithm involved in the most restrained way possible.

Sebastien BENARD's Comments

Comment In: [Blog - 03/29/2017 - 09:39]

The thing is, the idea ...

The thing is, the idea is pretty much the same in 2D or 3D. The only difference happens with the way you design room chunks . IMHO it 's a good idea to stick to a generic graph approach when it 's all about balancing a level a succession of ...