Another week, another bounty of articles. Although a mini bounty, lots of the good stuff kept till GDC.
I did have a post on topic, but you all have enough to read without me adding to the pile. It’ll keep. On with the show!
I’ve spent many years studying and applying level design techniques and innovations and yet we can all learn more and I love to hear experts speak on the topic. Seth’s first note about halving a room should also be reflected in the fact that a level designer rarely is directly responsible for all the assets placed in a level and therefore should take extra care to anticipate performance later down the road (and where possible bump for good profiling tools and performance milestone dates.)
This should pretty much be a must read for anyone responsible in building a level, from LD’s to world artists to lighting, animation, etc., etc.
I quite like the term ‘alpha corridor’ and ‘beta room’. may use that
Recent Comments