Level Design Club

Collection by Tyler McCombs

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How To/Process
Level Design Theory
Learning From the Pros
Level Design Principles and Basics
Crafting Tutorials
Puzzle Design
Professional Development

How To/Process

How to set up a grid for level and game design using world space. Perfect for level designers designing along a grid and game designers for setting up game a. Up Game, Game Design, Grid, Club, Texture, Games, Surface Finish, Gaming, Plays

How to Set Up a Grid for Level and Game Design Metrics

How to set up a grid for level and game design using world space. Perfect for level designers designing along a grid and game designers for setting up game a...

  Foundation Series, Uv Mapping, Game Environment, Modeling Techniques, Maya, Club, Design, Maya Civilization

Intro to modeling with Maya

Save -$12 on the Full Tutorial Series: Use WoLDYouTube Code at Checkout. All 9 hours and 53 videos here: http://www.worldofleveldesign.com/store/maya-game-en...

Various ways on how you can improve your game level design and game environment art skill set while being away from your computer. Game Level Design, Game Design, Game Environment, Texture Mapping, Reference Images, Environmental Art, Design Tutorials, How To Fall Asleep, Game Art

13 Ways to Improve Your Level Designs and Environment Art Skill Away From a Computer

Various ways on how you can improve your game level design and game environment art skill set while being away from your computer.

26 tips on how to have your best level design and game environment art year and get your work finished. Game Environment, Game Engine, Environmental Art, Abandoned Houses, Design Tutorials, Game Design, Game Art, Games, Club

26 Ways to Have the Best Level Design and Game Environment Art Year

26 tips on how to have your best level design and game environment art year and get your work finished.

I am in the process planning my next map. I thought I would share my planning stage of how I come up with ideas on what to do next. So this workflow is up to the point of opening up the game editor. Game Environment, Design Tutorials, Time Management, Game Design, How To Plan, Club

How to Plan Level Designs and Game Environments in 11 Steps Tutorial

Tutorial on how to plan your game environments and level designs using 11 step process from idea to an actionable plan to execute during production.

A comprehensive reference database of dimensioned drawings documenting the standard measurements and sizes of the everyday objects and spaces that make up our built environment. Tool Design, Web Design, Graphic Design, 3d Human, Some Text, Built Environment, Everyday Objects, Experiential, Our World

Dimensions | Database of Dimensioned Drawings

A comprehensive reference database of dimensioned drawings documenting the standard measurements and sizes of the everyday objects and spaces that make up our world.

ProBuilder is a free modeling tool in Unity. It provides rapid prototyping and greyboxing within the Unity editor itself while still allowing you to expor. Unity Tutorials, Design Tutorials, Best Youtubers, Chevrolet Logo, Learning, Club, Instagram, Studying, Teaching

ProBuilder Unity Tutorials

ProBuilder is a free 3D modeling tool in Unity. It provides rapid prototyping and greyboxing within the Unity editor itself while still allowing you to expor...

  Unreal Engine, Environmental Art, Engineering, Club, Make It Yourself, Design, Technology, Environmental Design

Designer v0.3.0

Free editor mode plugin for Unreal Engine 4 called Designer. Download available here: https://www.unrealengineer.com/designer

Make your own grid paper Grid Paper Printable, Isometric Grid, Bullet Journal Art, Graphic Design Tips, Make Your Own, How To Make, Legal Letter, Study Notes, Colorful Drawings

Make your own grid paper

The easiest way to create custom grid paper printable. Available options are: dot grid, isometric dot grid, lines, graph, isometric grid, hexagons, and music staff. Supported paper formats are A2, A3, A4, A5, Legal, Letter, Tabloid and many others.

Procedural map generator allowing painting of terrain Writing A Book, Writing Tips, Creative Writing, Writing Prompts, World Generator, Map Maker, Map Skills, Character Development, Cartography

Red Blob Games: Procedural Map Generator

Procedural map generator allowing painting of terrain

Level Design Theory

Luke McMillan shares tips on how to design a good arcade racing track Arcade, Race Cars, Track, Racing, Club, Tips, Design, Drag Race Cars, Running

Racing Track Design

Luke McMillan shares tips on how to design a good arcade racing track

In this 2017 GDC session, Celeste lead developer Matt Thorson touches on a range of topics through the tools and process of designing hardcore platforme. Area Map, Story Elements, Game Design, Workshop, Club, Youtube, Atelier, Work Shop Garage, Youtubers

Level Design Workshop: Designing Celeste

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 platform...

CS:GO 6 Principles of Choke Point Level Design [Tutorial Cs Go, Design Reference, Design Tutorials, Game Dev, World, Club, Image, Link, The World

CS:GO 6 Principles of Choke Point Level Design [Tutorial #14]

WoLD Blog Post - Full Text/Images/Video Tutorial with Additional Notes: http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-principles-choke-poi...

How We Used Iterative Level Design to Ship Skyrim and Fallout 3 Fallout 3, Skyrim, Ship, World, Game, Content, Club, 3d, Design

How We Used Iterative Level Design to Ship Skyrim and Fallout 3

Huge, open world games like Skyrim and Fallout 3 demand a great deal of development talent, and can be daunting to plan and create - especially when subject ...

Introduction to Level Design for Games Level Design, 3d Design, Games, Art, Fantasy, Club, Inspiration, Art Background, Biblical Inspiration

CGMA Level Design for Games on Level Design Compendium

Introduction to Level Design for Games https://80.lv/articles/introduction-to-level-design-for-games/ The Art of Level Design: Do's and Don'ts https://80.lv/articles/the-art-of-level-design-dos-...

Creating a Single-Player Combat Space R80, Single Player, Club, Design

Creating a Single-Player Combat Space

This article is the first installment in a three-part article that looks at the considerations for creating a single-player combat space, using a walkthrough of the first battle in ‘Killzone Mercenary’ as a working example. Creating a Single-Player Combat Space Part 1 This article will explain ho...

Halo 4 Screenshot Get more games you want for less Composition Techniques, New Halo, Art Of Glass, First Person Shooter, Futuristic Architecture, Mass Effect, Game Art, Art History, Microsoft

Composition techniques and player direction

Compositional techniques have always played a fundamental part in constructing aesthetically pleasing imagery throughout art history, specifically referencing the placement and organisation of visu…

Pillars of Creation: My Level Design Process Design Process, Club, Engineering Design Process

Pillars of Creation: My Level Design Process

My level creation process is something that is constantly being adapted and tweaked. I wanted to jot down the process I tend to use when building a new level from scratch, and this process is usually the same if it's in a professional or personal pursuit. For the purposes of this blog, I'll be using…

Skyrim’s Modular Approach to Level Design Originally presented @ Level Design in a Day, GDC 2013 Co-Authored and Co-Presented w/Nate Pu. Skyrim, Zbrush Tutorial, 3d Tutorial, Game Level Design, Game Design, Hard Surface Modeling, Studios, Game Environment, Game Assets

Skyrim's Modular Approach to Level Design

Originally presented as part of GDC 2013's Level Design in a Day bootcamp, this talk covers the how and the why of Bethesda Game Studios' approach to creating the modular art used in level design.

Traversal level design can be a tricky layout style to wrap your head around. These are the layout and gameplay principals I have learned to make a f Large Bucket, Zeppelin, Paths, Layout, In This Moment, Club, Design, Page Layout

Traversal Level Design Principles

Traversal level design can be a tricky layout style to wrap your head around. These are the layout and gameplay principals I have learned to make a f

How an Environment Layout Affects Difficulty Environment, Layout, Club, Design, Page Layout

How an Environment Layout Affects Difficulty

A look at how the arrangement of geometry for an environment influences and affects the difficulty of a combat encounter by effecting enemy behaviour.

GDC 2011 Transcript: Motivating Players in Open World Games Club, World, Movie Posters, Design, Film Poster, The World, Billboard, Film Posters

GDC 2011 Transcript: Motivating Players in Open World Games

Since I don't use speaker notes, my slides from GDC 2011 are basically useless on their own. Because of this, I wanted to post this transcript of my talk online. I typed the majority of this out on the plane to San Francisco, mostly as a way to practice the talk quietly, so it follows what I had planned to say pretty closely. In fact, I realized through the week that I had forgotten to make several minor points which are captured here. Fair warning - this is long. Turns out I speak about…

  Nerve Agent, Engage In Conversation, Game Mechanics, Arkham Knight, Club, House Styles, Design

Subverting Player Expectation

A discussion on 'subverting player expectation'; doing something different with a game's mechanics and gameplay not only to make it engaging and keep it from becoming predictable, but also to strengthen story beats and communicate character emotion.

Environment Design as Spatial Cinematography: Theory and Practice Game Environment, Environment Design, Heroes Of The Storm, Pre Production, Screen Design, Company Names, Cinematography, Storytelling, Club

Environment Design as Spatial Cinematography: Theory and Practice

In many video games, the player has control of the camera. However, the developer can control what's on screen through use of the environment to direct the player's movements and attention. Miriam Bellard has been referring to this as spatial...

How to set up trigger events and make levels more dynamic. Tool Design, Game Design, Business Management, In This Moment, Events, Senior Management

Using Level Design Tools Expressively

In this 2015 GDC session, The Molasses Flood' Forrest Dowling uses examples from his work as well as notable moments from other titles to illustrate ways tha...

The Visual Guide for Multiplayer Level Design - Chapter 7 Map Symmetry Web Design, Blog Design, Portfolio Design, Design Ideas, Video Game Development, Design Development, Game Design Document, Game Level Design, Map Games

Visual Guide: Multiplayer Level Design — Level Art+Design Portfolio

1: Terms 2: Strategy 3: Tactics 4: Map Scale 5: Orientation & Navigation (Art)

Pacing And Gameplay Analysis In Theory And Practice Club, Design

Pacing And Gameplay Analysis In Theory And Practice

Designing Unforgettable Titanfall Single Player Levels with Action Blocks Single Player, Action, Club, Game, Youtube, Design, Group Action, Gaming

Designing Unforgettable Titanfall Single Player Levels with Action Blocks

In this GDC 2018 session, Respawn Entertainment's Christopher Dionne explains a rapid-prototyping technique he calls "action blocks," and how that technique ...

Why I Hate Corridors: Tips on Better Level Design Cognitive Dissonance, Looking Back, Hate, Presentation, Science, Club, Tips, Design

Why I Hate Corridors: Tips on Better Level Design | Rezzed Sessions | EGX Rezzed 2019

In this presentation Mark Drew from CMD:Studio travels through the far reaches of the galaxy investigating the bad architectural decisions that science ficti...

The Metrics of Space: Tactical Level Design Doom 3, Fps Games, Club, Space, Design, Floor Space, Spaces

The Metrics of Space: Tactical Level Design

Pete Ellis from Guerrilla Cambridge analyzed levels in some of the best video games and showed how you can teach user to play through clever environment design. Environment Design, Guerrilla, Game Art, City Photo, Clever, Water, Club, Gripe Water

Clever Level Design: More than Meets the Eye

Pete Ellis from Guerrilla Cambridge analyzed levels in some of the best video games and showed how you can teach user to play through clever environment design.

Applying the basic elements and principles of art and design to level design to create a world that is intuitive and balanced (or not, if you so desire). Elements And Principles, Elements Of Art, Design Elements, Symmetrical Balance, Scrolls Game, Complex Art, Empty Canvas, State Of Play, Capture The Flag

Level Design Using the Elements and Art and Principles of Design (Part 1)

Applying the basic elements and principles of art and design to level design to create a world that is intuitive and balanced (or not, if you so desire).

The Door Problem of Combat Design Quake Live, Game Level Design, Angle Of Attack, Modern Games, Doors, Perspective, Map, Club, Drawing

The Door Problem of Combat Design

Let’s say I’m making a level for a classic first person shooter. To start, I build an arena and add some monsters. I don’t want the player to be attacked as soon as they start the game, so I add a …

Blizzcon 2018 - All Right go to Blizzard /Activision Club, World, Design, The World

Build a Panel World Creation in WoW

Blizzcon 2018 - All Right go to Blizzard /Activision

I am in the process planning my next map. I thought I would share my planning stage of how I come up with ideas on what to do next. So this workflow is up to the point of opening up the game editor. Game Environment, Design Tutorials, Time Management, Game Design, How To Plan, Club

How to Plan Level Designs and Game Environments in 11 Steps Tutorial

Tutorial on how to plan your game environments and level designs using 11 step process from idea to an actionable plan to execute during production.

I don't think we've had an anticipation thread exclusively for indie games. Truthfully, I am more excited for these games than a majority of the announced. The Talos Principle, College Reviews, Super Mario 3d, Ps4 Or Xbox One, Game Environment, Bioshock Infinite, Indie Games, The Real World, Game Design

Architecture in Video Games: Designing for Impact

The architect from The Witness shares leanings from their collaborative process, things to consider in order to design digital environments with gravitas and what to know when hiring an architect.

Go behind the scenes of the creation of a Capture the Flag level. Join the designers, artists, and developers of Epic Games and see how a rough sketch for CT. Unreal Tournament, Capture The Flag, Epic Games, Mount Rushmore, Behind The Scenes, The Outsiders, Club, Instagram, Design

The Making of Titan Pass - Part 1

Go behind the scenes of the creation of a Capture the Flag level. Join the designers, artists, and developers of Epic Games and see how a rough sketch for CT...

  Cozy Cabin, Environmental Art, Super Mario, Club, This Or That Questions, Feelings, Space, Design, Floor Space

Notes on Welcoming Spaces in Games

Last week I posed a question to my friends in level design and environment art: how do we create welcoming spaces in our games? I received many great answers on shape theory and lighting, answers o…

had a chance to talk with Rick Lesley from Runic Games and discuss the production of the amazing levels of Zelda-like project Hob. Environment Concept, Environment Design, Spyro The Dragon, Fantasy Inspiration, Fantasy Art, Castle, Exterior, Artwork, Projects

Level Design of Hob

80.lv had a chance to talk with Rick Lesley from Runic Games and discuss the production of the amazing levels of Zelda-like project Hob.

image of game design flow chart for halo Map Design, Layout Design, Pathfinder Rpg, Game Theory, Game Concept, Writing, How To Plan, Twitter, Layouts

The Whiteboard Test in Level Design

Have a look at a simple and interesting description of the level design tests, created by game designer Robert Yang.

[Screenshot] [Uncharted: Lost Legacy] Took this today. This game is one of the most beautiful games I have played. Uncharted A Thief's End, Uncharted Drake's Fortune, Nathan Drake, Buy Ps4, Sony Video Games, Most Beautiful, Beautiful Pictures, Video Game Reviews, Indian Artifacts

How to Work with Level Design?

Michael Barclay did a very interesting talk about the way he approaches the creation of levels for games.

Building Beauclair in The Witcher Wild Hunt - Blood and Wine Castle Project, The Witcher 3, Wild Hunt, Game Design, Game Art, Blood, Wine, Building, Movie Posters

Building Beauclair in The Witcher 3: Wild Hunt - Blood and Wine

This 2017 GDC session from CD Projekt Red's Kacper Niepokolczycki covers the process of creating the city of Beauclair from its early designs to the final pa...

A time-lapse of my processes of building the Madagascar level in Uncharted 4 from basic designer blockmesh to the final shipped art. Uncharted A Thief's End, Games Images, Prado, Good Times, Club, Design

Uncharted 4 Madagascar Timelapse

A time-lapse of my processes of building the Madagascar level in Uncharted 4 from basic designer blockmesh to the final shipped art. My name is Anthony Vacca...

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. John Romero, Game Level Design, Game Environment, Modeling, Gaming, Club, Youtube, Videogames, Modeling Photography

[DOOM] John Romero's Level Design Rules

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 thos...

Creating a narrative focused mission design document: A Last of Us example Color Script, Floor Plans, The Incredibles, In This Moment, Club, Design, Floor Plan Drawing, House Floor Plans

Creating a narrative focused mission design document: A Last of Us example

I have sort to show the creative process of a Mission design document for a narrative driven game using last of us as an example. This should aid those looking to refine technique or new developers learning them.

Level Design Workshop: Architecture in Level Design Workshop Architecture, Architecture Design, Presentation, Game Dev, Youtube, Tutorials, Club, Tools, Videos

Level Design Workshop: Architecture in Level Design

Register for GDC: http://ubm.io/2gk5KTU In this 2016 GDC session, designer Claire Hosking explores how architectural design can help level designers achieve ...

Level Design in Hitman: Guiding Players in a Non-Linear Sandbox Sandbox, Game Design, Challenges, Club, Litter Box, Sand Pit

Level Design in Hitman: Guiding Players in a Non-Linear Sandbox

In this 2016 GDC Europe session, Io Interactive's Mette Poedenphant Andersen and Jacob Mikkelsen discuss the challenges of designing the tutorial and a linea...

Learning From the Pros

ArtStation - 'The Citadel' - Destiny Forsaken Crucible Map, Jeff Horal Game Environment, Environment Design, Game Assets, Blender 3d, Tabletop Rpg, Map Design, Video Game Art, Art Boards, Destiny

Destiny 2 Art Dump

Some screenshots of my new map for Destiny 2: Forsaken's new game mode 'Breakthrough.' We spent a lot of time in the massout phase while we figured out the best design to suit the new game mode. Breakthrough has players attacking and defending

Uncharted 4 : Sunken Ruins by gabearts Art Portfolio, Dog Art, Video Games, Digital Art, Environment, Fantasy, Lighting, Learning, Dogs

Learning Lighting for Video Games

Naughty Dog's Gabe Betancourt talked about the way to approach light in the production of video games.

High-Resolution Map Images - StatBanana Map, Club, Design, Location Map, Maps

The Ultimate Strategy Planning Tool for Dota 2, LoL, and Overwatch

High-Resolution Map Images - StatBanana

Check out Overwatch Assistant Game Director Aaron Keller talking with Ars Technica about the production of the Rialto map. Ars Technica, Map Design, Overwatch, Hero, Youtube, Maps, Club, Inspiration, Basement

Blizzard's Aaron Keller Breaks Down Overwatch Map Design | Ars Technica

Blizzard Entertainment just released Rialto, a new map for its hero-based first-person shooter Overwatch. Set in Venice, Italy, Rialto does a few things diff...

  Design Reference, Club, Pictures, Photos, Grimm

Alan Wake 0266 | LEVEL-DESIGN.org - Reference Database

Alan Wake 0266 - Alan_Wake_0266.jpg

PORTFOLIOS – LEVEL-DESIGN.org Club, Design

PORTFOLIOS

PORTFOLIOS – LEVEL-DESIGN.org

The Good Sewer Level: Episode Mirror's Edge "Jacknife" Unreal Engine, Club, Make It Yourself, Mirror, Building, Design, Mirrors, Buildings

The Good Sewer Level: Episode 2, Mirror's Edge "Jacknife"

In this episode, I walk through chapter 2 "Jacknife" of Mirror's Edge. I talk about some of the encounter design and gameplay setpieces. I also talk a bit ab...

Jim Partridge discusses level design in Half Life 2 and explores the ever changing game play style that mappers should try to emulate. Half Life, Games To Play, Fighter Jets, Explore, Game Dev, Club, Design, Exploring

Half Life 2 Level Design Gameplay Analysis

Jim Partridge discusses level design in Half Life 2 and explores the ever changing game play style that mappers should try to emulate.

With this series, I desire to examine, research, and recreate my favorite levels. Joel And Ellie, Bus Station, Light Of Life, Environmental Art, Salt Lake City, Love Her, This Is Us, Swimming, In This Moment

Level Studies: Wild Animals — JON MICHAEL HICKENBOTTOM

With this series, I desire to examine, research, and recreate my favorite levels. . .

  Tree Leaves, Tree Branches, Dark Hallway, Lead Lines, White Texture, One Image, Bright Lights, The Other Side, Castle

Level Design - Sekiro Ashina Outskirts — Corey Delorenzo

Ashina Outskirts

  Next Video, Best Youtubers, Club, Design

The Good Sewer Level

Share your videos with friends, family, and the world

For anybody who hasn't seen this an amazing video where Miyamoto And Tezuka Sans explain how they though through the design of in Super Mario Brothers (a master-class in how to think about level design) Shigeru Miyamoto, Super Mario Brothers, World 1, Master Class, Things To Think About, Nintendo, San, Youtube, Design

Miyamoto on World 1-1: How Nintendo made Mario's most iconic level

Eurogamer had the chance to quiz both Shigeru Miyamoto and Takashi Tezuka about their history with Nintendo and the Mario franchise. This included an incredi...

Level Design Principles and Basics

Level Designer Emilia Schatz outlined the core principles, which help to make your environments playable and understandable to the player. Game Level Design, Game Design, Game Environment, Video Games, Language, Concept, Building, Seo Tips, Tech

Defining Environment Language for Video Games

Level Designer Emilia Schatz outlined the core principles, which help to make your environments playable and understandable to the player.

The Metrics of Space: Molecule Design Play Spaces, Experiential, Concept, Club, Design

The Metrics of Space: Molecule Design

Crafting Tutorials

In this 2016 GDC Europe talk, Those Awesome Guys' Nicolae Berbece explains how to make a good tutorial without the player even realizing that they are going . Good Tutorials, Game Design, Club

This is a Talk About Tutorials, Press A to Skip

In this 2016 GDC Europe talk, Those Awesome Guys' Nicolae Berbece explains how to make a good tutorial without the player even realizing that they are going ...

Puzzle Design

In this 2016 GDC talk, Ubisoft's Jolie Menzel explains what a puzzle is in the level design space, and explores techniques to create and refine puzzles that . Business Management, Game Design, Workshop, Puzzle, Club, Atelier, Puzzles, Work Shop Garage, Puzzle Games

Level Design Workshop: Solving Puzzle Design

In this 2016 GDC talk, Ubisoft's Jolie Menzel explains what a puzzle is in the level design space, and explores techniques to create and refine puzzles that ...

Professional Development

Not a vlog, no intrusive faces or talking, pure Japan only. First time for many years Shibuya had its own obon odori festival. Japanese Festival, Advertising Campaign, Club, Travel, Design, Viajes, Destinations, Traveling

【4K】Shibuya Bon-odori 2017

Not a vlog, no intrusive faces or talking, pure Japan only.First time for many years Shibuya had its own obon odori festival.But IMHO the festival was very d...

Sinespace: The Virtual World For Everyone Artist Games, Private Server, Article Design, Virtual World, Places To Visit, Cgi

80 Level | sinespace

Sinespace: The Virtual World For Everyone

  Half Life, Game Dev, Use Case, Website, News, Videos, Club, Design, Art

LEVEL-DESIGN.org Videos Episode 1 - Design Principles - Familiarity

LEVEL-DESIGN.org Videos Episode 1 - Design Principles - FamiliarityIn this episode, Mateusz Piaskiewicz talks about one of the core principles form his desig...

Luke McMillan shares tips on how to design a good arcade racing track Arcade, Race Cars, Track, Racing, Club, Tips, Design, Drag Race Cars, Running

Racing Track Design

Luke McMillan shares tips on how to design a good arcade racing track

How to set up a grid for level and game design using world space. Perfect for level designers designing along a grid and game designers for setting up game a. Up Game, Game Design, Grid, Club, Texture, Games, Surface Finish, Gaming, Plays

How to Set Up a Grid for Level and Game Design Metrics

How to set up a grid for level and game design using world space. Perfect for level designers designing along a grid and game designers for setting up game a...

ArtStation - 'The Citadel' - Destiny Forsaken Crucible Map, Jeff Horal Game Environment, Environment Design, Game Assets, Blender 3d, Tabletop Rpg, Map Design, Video Game Art, Art Boards, Destiny

Destiny 2 Art Dump

Some screenshots of my new map for Destiny 2: Forsaken's new game mode 'Breakthrough.' We spent a lot of time in the massout phase while we figured out the best design to suit the new game mode. Breakthrough has players attacking and defending

  Foundation Series, Uv Mapping, Game Environment, Modeling Techniques, Maya, Club, Design, Maya Civilization

Intro to modeling with Maya

Save -$12 on the Full Tutorial Series: Use WoLDYouTube Code at Checkout. All 9 hours and 53 videos here: http://www.worldofleveldesign.com/store/maya-game-en...

Uncharted 4 : Sunken Ruins by gabearts Art Portfolio, Dog Art, Video Games, Digital Art, Environment, Fantasy, Lighting, Learning, Dogs

Learning Lighting for Video Games

Naughty Dog's Gabe Betancourt talked about the way to approach light in the production of video games.

High-Resolution Map Images - StatBanana Map, Club, Design, Location Map, Maps

The Ultimate Strategy Planning Tool for Dota 2, LoL, and Overwatch

High-Resolution Map Images - StatBanana

Various ways on how you can improve your game level design and game environment art skill set while being away from your computer. Game Level Design, Game Design, Game Environment, Texture Mapping, Reference Images, Environmental Art, Design Tutorials, How To Fall Asleep, Game Art

13 Ways to Improve Your Level Designs and Environment Art Skill Away From a Computer

Various ways on how you can improve your game level design and game environment art skill set while being away from your computer.

26 tips on how to have your best level design and game environment art year and get your work finished. Game Environment, Game Engine, Environmental Art, Abandoned Houses, Design Tutorials, Game Design, Game Art, Games, Club

26 Ways to Have the Best Level Design and Game Environment Art Year

26 tips on how to have your best level design and game environment art year and get your work finished.

I am in the process planning my next map. I thought I would share my planning stage of how I come up with ideas on what to do next. So this workflow is up to the point of opening up the game editor. Game Environment, Design Tutorials, Time Management, Game Design, How To Plan, Club

How to Plan Level Designs and Game Environments in 11 Steps Tutorial

Tutorial on how to plan your game environments and level designs using 11 step process from idea to an actionable plan to execute during production.

In this 2017 GDC session, Celeste lead developer Matt Thorson touches on a range of topics through the tools and process of designing hardcore platforme. Area Map, Story Elements, Game Design, Workshop, Club, Youtube, Atelier, Work Shop Garage, Youtubers

Level Design Workshop: Designing Celeste

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 platform...

CS:GO 6 Principles of Choke Point Level Design [Tutorial Cs Go, Design Reference, Design Tutorials, Game Dev, World, Club, Image, Link, The World

CS:GO 6 Principles of Choke Point Level Design [Tutorial #14]

WoLD Blog Post - Full Text/Images/Video Tutorial with Additional Notes: http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-principles-choke-poi...

How We Used Iterative Level Design to Ship Skyrim and Fallout 3 Fallout 3, Skyrim, Ship, World, Game, Content, Club, 3d, Design

How We Used Iterative Level Design to Ship Skyrim and Fallout 3

Huge, open world games like Skyrim and Fallout 3 demand a great deal of development talent, and can be daunting to plan and create - especially when subject ...

Introduction to Level Design for Games Level Design, 3d Design, Games, Art, Fantasy, Club, Inspiration, Art Background, Biblical Inspiration

CGMA Level Design for Games on Level Design Compendium

Introduction to Level Design for Games https://80.lv/articles/introduction-to-level-design-for-games/ The Art of Level Design: Do's and Don'ts https://80.lv/articles/the-art-of-level-design-dos-...