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Use code EXTRACREDITS to get 50% off a full year subscription at OneDayU. Visit 🤍 & use code: extracredits Thanks to Max Pears for guest writing this episode! When we talk about game design on this channel, we often talk about the mechanics or even the narrative design of our games. But in order to play them they have to... you know... take place. Somewhere. Enter the level designer! There are loads of specialized level designers and loads of different kinds of levels but here are some tips and tricks of the trade! *Thanks for participating in this week's discussion!* Check out our community guidelines so we can have MORE high-quality conversations: 🤍 *Want to support the people who make this show?* Become a Patreon Member & Vote on future Extra History episodes! 🤍 Or show off your fandom with our merch! 🤍 *Want more Extra Credits? Subscribe and follow us on social media!* Twitter: 🤍 Facebook: 🤍 Instagram: 🤍 Twitch: 🤍 Tiktok: 🤍 Website: 🤍 *Interested in sponsoring an episode? Email us: extracredits🤍standard.tv* ♪ Intro Music: "Penguin Cap" by CarboHydroM - 🤍 ♪ Outro Music: "No Place Like Home" by: Argle - 🤍 #ExtraCredits #GameDesign #IndieGames
A short, well-meaning rant about why I (and many other level designers) don't like those "speed level design" videos - particularly for how they mislead a lot of aspiring level designers about what the discipline is about. If you like this, consider supporting the Patreon: 🤍 Join our discord server: 🤍 Follow me on Twitter: 🤍 This video is part of my Talking About Level Design video series, which I've collected into this playlist: 🤍 #leveldesign #speedleveldesign #unreal
If you like this, consider supporting the Patreon: 🤍 Join our discord server: 🤍 Follow me on Twitter: 🤍 In this video I talk about why level design is a weird and tricky discipline to get into these days, especially compared to how it was when I got into it, over 20 years ago (!). 00:00 - Why level design is weird and hard to practice 02:15 - Advising people to make fully playable levels 03:42 - How I got into LD during a golden age of FPS editors 06:16 - Game design was harder for me to show than LD 07:35 - Today, things are the complete opposite way round 09:52 - Unity and Unreal are game engines, not level editors 11:03 - My mixed feelings about stuff posted to #blocktober 13:43 - Show gameplay videos instead of empty screenshots 15:10 - Not a simple problem, but I hope talking about it helps This video is part of my Talking About Level Design video series, which I've collected into this playlist: 🤍 #leveldesign #unreal #unity
In this 2013 GDC session, Square Enix Montreal's Dan Taylor provides a Ramsian-style breakdown of how to create world-class levels, which distills the art and science of level design down to a concentrated set of fundamental principles for innovation, engagement, and immersion. Register for GDC: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
The role of Level Design has changed as rapidly as the game industry itself. Where did the role originate and what really is the job of the level designer on a game team? This video is to serve as an introduction to the channel and a brief overview/explanation of the role of a level designer for people that are completely new to the field.
From the team behind The Escapist, we're excited to introduce you to our new employee-owned and fully independent outlet, Second Wind. Support us on Patreon: 🤍 Music Credit: "Celeste OST - Checking In"
In this 2019 GDC Level Design Workshop session, Sony Santa Monica's Rob Davis talks through the process of creating 6 new level design rules for God of War and discuss best practices for taking levels from concept to completion. Register for the all-digital GDC 2021: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
A common mistake beginning level designers make is to open up the editor and start building their level right away. Let’s take a step back and take a look at 4 crucial steps you should go through before you get your hands dirty and risk throwing away a lot of work down the line.
➤ Wishlist My Game Blood And Mead 🤍 ➤ Join the community - 🤍 ➤ Support on Patreon - 🤍 ➤ Buy me a coffee - 🤍 Other videos and devlogs: My character art sucked, so I fixed it. ➤🤍 My Game Lost it's G Rating ➤🤍 Indie Game Launch FAILS Badly ( My Response / Analysis ) ➤🤍 Description: In this video I discuss System Driven Level Design, a valuable concept to help those looking to create games, specifically platformers, dungeon crawlers and level-map-centric games. Subscribe for more Game Dev videos 🤍 #gamedesign #gamedev #indiedev
Full video of "5 Level Design Portfolio Questions" here: 🤍 This is part of my Talking About Level Design video series, which I've collected into this playlist: 🤍 Twitter: 🤍 Discord: 🤍 #leveldesign #shorts
During the development of DOOM, John Romero came up with eight special rules to make his levels look and play as good as possible. This video discusses those rules and shows how they were applied all throughout Knee-Deep in the Dead, DOOM's iconic first episode. For reference, the eight rules are as follows: 1. Always change floor height when changing floor textures. (0:28) 2. Use border textures between different wall segments and doorways. (1:05) 3. Be strict about texture alignment. (1:47) 4. Use contrast between light and dark areas and cramped and open areas. (2:25) 5. Make sure that if the player can see outside, he can somehow get there. (3:13) 6. Be strict about having several secret areas on each level. (3:53) 7. Make levels flow so that the player revisits areas to better understand the 3D space. (4:44) 8. Create several easily-recognizable landmarks for easier navigation. (5:49) Original source: 🤍 For more information on John Romero's upcoming fifth episode for DOOM, Sigil, check out its official website at the following link: 🤍
Super Mario 3D World is a game with creativity in abundance. But Nintendo has developed a reusable level design structure that allows for ideas to be properly taught and established, in about five minutes flat. We break down this four-step philosophy, and chart its history from Super Mario Galaxy to Captain Toad: Treasure Tracker. Support Game Maker's Toolkit on Patreon - 🤍 Sources Learning from Super Mario 3D Land's Director | Gamasutra 🤍 Games shown in this episode (in order of appearance): Super Mario 3D World (Nintendo, 2013) Super Mario Galaxy (Nintendo, 2007) Super Mario Galaxy 2 (Nintendo, 2010) Super Mario 3D Land (Nintendo, 2011) Captain Toad: Treasure Tracker (Nintendo, 2014) Super Mario Bros. (Nintendo, 1985) Super Mario Bros. 3 (Nintendo, 1988) Music used in this episode: Light the Colour Panels! (Super Mario 3D World) Beep Block Skyway (Super Mario 3D World) Fort Fire Bros. (Super Mario 3D World) Champion Road (Super Mario 3D World) Rainbow Run (Super Mario 3D World) Sprawling Savanna (Super Mario 3D World) Clip credits: "Super Mario 3D Land - Walkthrough" - ZackScottGames 🤍 Contribute translated subtitles - 🤍
GMTK is powered by Patreon - 🤍 The world of Dark Souls is a sprawling, branching, interconnected maze-like masterpiece. In this special, mid-season, spin-off episode of Boss Keys, I break down the world of Lordran and discuss the advantages and challenges of making non-linear worlds. = Sources and Resources = Dark Souls Design Works Translation | Giant Bomb 🤍 Dark Souls Map Viewer | Kayinworks 🤍 = Chapters = 00:00 - Intro 01:29 - The five acts 03:35 - Breaking the order 06:11 - Interconnectivity 07:52 - The experience of exploring 09:46 - Giving players direction 12:32 - Fast travel 14:38 - Balancing baddies 15:59 - Local level design 18:57 - Conclusion 20:50 - Patreon credits = Games Shown = Dark Souls (From Software, 2011) Metroid Prime 2: Echoes (Retro Studios, 2004) The Legend of Zelda: Skyward Sword (Nintendo, 2011) The Legend of Zelda: Breath of the Wild (Nintendo, 2017) The Legend of Zelda: A Link to the Past (Nintendo, 1991) Metroid (Nintendo, 1986) The Legend of Zelda (Nintendo, 1986) Resident Evil (Capcom, 2002) Dark Souls III (From Software, 2016) Horizon Zero Dawn (Guerrilla Games, 2017) Hollow Knight (Team Cherry, 2017) Uncharted: The Lost Legacy (Naughty Dog, 2017) Dark Souls II (From Software, 2014) Bloodborne (From Software, 2015) Sekiro: Shadows Die Twice (FromSoftware, 2019) = Credits = Music used in this episode Firelink Shrine (Dark Souls) What True Self - Feels Bogus, Let’s Watch Jason X (Chris Zabriskie) Out of the Skies, Under the Earth (Chris Zabriskie) Is That You or Are You You (Chris Zabriskie) What True Self - Feels Bogus, Let’s Watch Jason X (Chris Zabriskie) Is That You or Are You You (Chris Zabriskie) I Don’t See the Branches, I See the Leaves (Chris Zabriskie) What True Self - Feels Bogus, Let’s Watch Jason X (Chris Zabriskie) Souls of Fire (Dark Souls) Chris Zabriskie on Band Camp - 🤍 = Subtitles = Contribute translated subtitles - 🤍
Can a video game level tell a story? In this video I look at a bunch of examples and best practices for embedding narrative elements into the very spaces and places we visit in games. We’ll tackle environmental storytelling, evocative architecture, and contextualising player identity. Support Game Maker's Toolkit on Patreon - 🤍 Sources Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry | Gamasutra 🤍 What Happened Here? Environmental Storytelling | GDC Vault (Free Access) 🤍 Hitman 2's Jakob Mikkelsen and Eskil Mohl | GMTK on YouTube 🤍 Ask a Developer: Emilia Schatz Talks Level Design | YouTube 🤍 The Art of Environment Storytelling for Video Games | YouTube 🤍 Emotional Journey: BioWare's Methods to Bring Narrative into Levels | GDC Vault (Free Access) 🤍 Level Design Workshop: 'Hitman' Levels as Social Spaces: The Social Anthropology of Level Design | GDC Vault (Paid Access) 🤍 Find out more Designing Journey | GDC Vault (Free Access) 🤍 Environmental Narrative: Telling Stories in Spaces Without Saying Anything Aloud | GDC Vault (Paid Access) 🤍 Environmental Storytelling in Prey | YouTube 🤍 Level Design Workshop: An Approach to Holistic Level Design | GDC Vault (Free Access) 🤍 AAA Level Design in a Day Bootcamp: Techniques for In-Level Storytelling | GDC Vault (Free Access) 🤍 Games shown in this episode (in order of appearance) BioShock (Irrational Games, 2007) Prey (Arkane Studios, 2017) Journey (thatgamecompany, 2012) Uncharted 4: A Thief's End (Naughty Dog, 2016) Dead Space (Visceral Games, 2008) Fallout 4 (Bethesda Game Studios, 2015) Fallout 3 (Bethesda Game Studios, 2008) Dishonored 2 (Arkane Studios, 2016) The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011) Dark Souls III (From Software, 2016) Metroid Prime (Retro Studios, 2002) Gone Home (Fulbright, 2013) Deus Ex: Human Revolution (Eidos Montreal, 2011) Portal (Valve Corporation, 2007) Deus Ex: Mankind Divided (Eidos Montreal, 2016) Half-Life 2 (Valve Corporation, 2004) Portal 2 (Valve Corporation, 2011) Alien: Isolation (The Creative Assembly, 2014) Thief: The Dark Project (Looking Glass Studios, 1998) Hitman 2 (IO Interactive, 2018) Life is Strange (Dontnod Entertainment, 2015) God of War (Santa Monica Studio, 2018) Tomb Raider (Crystal Dynamics, 2013) Mass Effect 3 (BioWare, 2012) P.T. (Kojima Productions, 2014) Amnesia: The Dark Descent (Frictional Games, 2010) Aragami (Lince Works, 2016) Metro Exodus (4A Games, 2019) Celeste (Matt Makes Games, 2018) DOOM (id Software, 2016) Yakuza 0 (Sega, 2017) Death Stranding (Kojima Productions, 2019) Metal Gear Solid V: Ground Zeroes (Kojima Productions, 2014) The Witcher 3: Wild Hunt (CD Projekt, 2015) Control (Remedy Entertainment, 2019) BioShock Infinite (Irrational Games, 2013) Hollow Knight (Team Cherry, 2017) Music used in this episode BioShock soundtrack - Garry Schyman Dirt Rally 2.0 soundtrack - Stuart Ross Thanks to GMTK Patron Satellite for help with audio on this episode Contribute translated subtitles - 🤍
“I'm a gamer myself and I know what to expect to have fun with the game, and by bringing that mindset into design it really helps being able to push the design even further.” Adrien, Gabriel, Manny, Sirada and Stéphane share their experiences as level designers at Ubisoft. Want to join the team? Apply now here: 🤍 or check out other types of jobs available below... Consumer Engagement : 🤍 Technical Art: 🤍 Project Management: 🤍 Online Programming: 🤍 Marketing: 🤍 IT: 🤍 Gameplay Programming: 🤍
In this video I answer 5 fundamental questions about how to approach level design portfolio work, to help you bag your first job in the industry. If you like this video, please consider helping me make more (and join our Discord community!) by supporting my Patreon: 🤍 00:00 - Intro (and a disclaimer) 00:28 - Question 1: Focusing on game genres you like 01:47 - Question 2: Re-creating levels from existing games 02:49 - Question 3: Using level editors for existing games 04:17 - Question 4: Should I learn 3d modelling? 05:09 - Question 5: What is level scripting, and should I be able to code? 07:21 - Outro I answer another 5 questions like these in this video: 🤍 And this is all part of my Talking About Level Design video series, which I've collected into this playlist: 🤍 Discord server: 🤍 My twitter: 🤍 #leveldesign
- Includes Product Placement - Our Lead Level Designer goes through how he makes a combat level using Quixel Megascans for our game; Echoes of the End in this video. Full Timelapse: 🤍 WE ARE HIRING! Visit our website and apply for a job in the industry! 🤍 00:00 - Introduction 01:02 - The Whitebox Level 02:17 - Megascans Library 04:42 - Orange Box/Hardening 07:05 - Beauty Shots & Outro Website: 🤍 Instagram: 🤍 Twitter: 🤍 Facebook: 🤍 Channel: 🤍 Business inquiries: myrkur🤍myrkur.is Music by: Joakim Karud: Take it Easy Monstercat
Donkey Kong Country: Tropical Freeze is platforming level design at its best. By taking Nintendo’s level design philosophy to the next level, Retro Studios made a handful of incredible stages that all modern platformers should be judged against. Support Game Maker's Toolkit on Patreon - 🤍 Have Mark talk at your studio, university, or event - 🤍 Further Viewing Donkey Kong Country: Tropical Freeze - Level Design | Turbo Button 🤍 Games shown in this episode (in order of appearance) Donkey Kong Country: Tropical Freeze (Retro Studios, 2014) New Super Mario Bros. U (Nintendo, 2012) Donkey Kong Country (Rare, 1994) Donkey Kong Country 2: Diddy’s Kong Quest (Rare, 1995) Donkey Kong Country Returns (Retro Studios, 2010) New Super Mario Bros. (Nintendo, 2006) New Super Mario Bros. Wii (Nintendo, 2009) New Super Mario Bros. 2 (Nintendo, 2012) Super Mario 3D World (Nintendo, 2013) Rayman Legends (Ubisoft Montpellier, 2013) Super Meat Boy (Team Meat, 2010) N (Metanet Software, 2015) Sonic Generations (Sonic Team, 2011) Shovel Knight (Yacht Club Games, 2014) Music used in this episode Mangrove Cove (Donkey Kong Country: Tropical Freeze) Athletic Theme (New Super Mario Bros. U) Ground Theme (New Super Mario Bros. U) DK Island Swing (Donkey Kong Country) Horn Top Hop (Donkey Kong Country: Tropical Freeze) Cannon Canyon ( (Donkey Kong Country: Tropical Freeze) Dynamite Dash (Donkey Kong Country: Tropical Freeze) Scorch ’n’ Torch (Donkey Kong Country: Tropical Freeze) Juicy Groove (Donkey Kong Country: Tropical Freeze) Windmill Hills (Donkey Kong Country: Tropical Freeze) Alpine Incline (Donkey Kong Country: Tropical Freeze) Sparkling Waters (New Super Mario Bros. U) Title Screen (Donkey Kong Country: Tropical Freeze) Bramble Scramble (Donkey Kong Country 2) Contribute translated subtitles - 🤍
In this video I explain some basic tips and tricks when it comes down to level design for a 2D platformer. You can use these ideas in your own game or something like Super Mario Maker/Mega Man Maker All assets used in this video are available to Patreon supporters! Follow Me on Twitter » 🤍 Support me on Patreon » 🤍 Have A Nice Day! #gamedesign #gamedev #Tutorial
Live Stream recorded on 11th February 2023 Join me in a live class where we discuss level design both in theory and practical. Learn some tips and tricks to help you design better levels. SUPPORT ME Patreon I 🤍 Buy Me a Coffee I buymeacoffee.com/RyanLaley Donations I paypal.me/ryanlaley PRIVATE 1-2-1 SESSIONS Email me at support🤍ryanlaley.com for more information and rates, or visit 🤍 JOIN THE COMMUNITY Discord I 🤍 FOLLOW ME Twitter I 🤍 Facebook I 🤍 Instagram I 🤍
To help me make more videos, and join our Discord community, support the Patreon! 🤍 Discord server: 🤍 Twitter: 🤍 Download the Portal 2 level shown in this video: 🤍 Everyone's submissions to Level Design Jam 2: 🤍 00:00 - Intro 01:32 - Learning from Architecture and Industrial Design 03:21 - Starting my design in text first 05:01 - Elements: which mechanics am I going to use? 06:21 - Questions: Why are these mechanics interesting? 08:50 - Sequence: Breaking down our ideas into moments 10:50 - The struggle was real; but the process worked #leveldesign #gamedev #gamedesign
Game Design in Action continues, this time with level design tips for designing levels for your 2D platformers! Will I actually stick to keeping a feature as it is for more than a week? Who knows! Find out next time on the next exciting episode of Making A Platform Game For Steam! MUSIC ATTRIBUTIONS: Ultralounge & Werq by Kevin MacLeod Link: 🤍 🤍 License: 🤍
Here's a technique for creating better & more picturesque level designs. Wishlist Chef RPG on Steam! 🤍 Follow me on Twitter! 🤍 If you missed the Kickstarter and still wish to support the game, check out our pre-order store! 🤍
Level design has been the most challenging part of game development for me, this video covers my experience with that specific part. Get Suit for Hire on Steam: 🤍 Watch me live on Twitch: 🤍 Follow me on Twitter: 🤍 Join the Discord: 🤍 #gamedev #unrealengine
This video shows my mindset about cover placement while going through classical and typical level design layout scenarios. Homepage with CV, portfolio, articles: 🤍benb-design.net
In this 2015 GDC talk, game professor Robert Yang provides a deep conceptual understanding of what it means to design levels, current issues in contemporary architecture, as well as methodology for critically assessing what levels mean to us. Register for GDC: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Let’s take a look at the fundamentals of stealth gameplay and how to apply a set of Level Design guidelines to ensure fun and challenging stealth encounters.
Register for GDC: 🤍 In this 2016 GDC session, designer Claire Hosking explores how architectural design can help level designers achieve their intended mood and add depth to their levels, particularly how spatial design can anticipate and complement art design. Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
This is an animated video collecting my experiences working on several stealth focused games as a level designer, lead and director. Special thanks to: Matt West - Editor & Co-Writer David Szeto - Editor Mischa Hrziwnatzki - Adobe After Effects Advice Homepage with CV, portfolio, articles: 🤍benb-design.net
In this 2014 GDC talk, EA's Seth Marinello explores a number of "step one" strategies used by professional level designers targeting specific games, as well as high-level concepts which can help you make your own games. Register for GDC: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Let's try some advanced level design techniques as we take the level we designed in the last video and tweak and polish it, until it's JUST RIGHT. It's another episode in Practical Game Design, on the reIterate() Devlog! MUSIC ATTRIBUTIONS: Ultralounge & Werq by Kevin MacLeod Link: 🤍 🤍 License: 🤍
A level design breakdown of the Bus Depot level I built for The Last of Us. Its a later level so spoliers are present throught! Also, this is the level design talk that I presented recently that is mentioned briefly in the intro: 🤍 If you like the format or would like to see more of these please let me know. :)
In this 2019 GDC Level Design Workshop session, 12 East Games' Aubrey Serr shares an overview of non-linear design techniques in single player sandbox levels, the distinct value and challenges of very non-linear levels, and how how level designers can adapt these techniques to otherwise linear levels. Register for the all-digital GDC 2021: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
A new gamedev tutorial video. This time I'm talking about a few tips for level / map design. If you have tips of your own, leave them in the comments to share them with others! :) RPG Maker MV Tutorial / RPG Maker MZ Tutorial : Mapping.
How does Super Mario Bros teach you to play purely through level design? Game Designer Dan "OtherDan" Emmons breaks down the mechanics and offers a lesson in game design techniques. Subscribe for episodes every other Thursday! 🤍 _ Follow our Twitch stream to chat with Dan live about game design! 🤍 _ Recommended for you! Find more interesting puzzle-platformer gameplay. The Swapper: 🤍 Learn how to make a good game tutorial. Tutorial 101: 🤍 _ Get the theme music "Birmingham Beatdown" here! 🤍
🎮Learn to create a game in Unreal Engine 5: 🤍 Questions? Let us know in the comments! - 🎓Learning Unreal Engine? Start here with complete tutorials: 🤍 🎭Are you creating a game in Unreal Engine? Join our community! 🤍 - Connect with us here: 👦🏽Ram: 🤍 🤓Mao: 🤍 👶🏼Guille: 🤍 - Get in contact with us here! 🤍 🤍 🤍 🤍 🤍 - Natural Love by Imperss | 🤍 Music promoted by 🤍 Creative Commons CC BY 3.0 🤍
In this 2017 GDC session, Celeste lead developer Maddy Thorson touches on a range of topics through the tools and process of designing 300+ hardcore platformer stages for Celeste, arranging the sprawling area maps that make up the mountain, and weaving story elements through its game world. Register for GDC: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Designing levels and level design philosophy can be complicated...but I share my top tips for creating indie game levels in this video. 67 Tips for Game Developers: 🤍 Serious about success in game development? Wanna make indie games that ROCK?! Join Underground ELITE: 🤍 * FOLLOW ME: * Twitter: 🤍 * FOLLOW GDU: * Blog: 🤍 Twitter: 🤍 Facebook: 🤍 Discord: 🤍 If you are an indie developer and you are looking for a fantastic community and help to refine, manage, and market your game, join us! 🤍