18 articles in this category
In this 3-part Level Design series, we’ll learn about Naughty Dog’s choices to design the intro levels of The Last of Us, using narrative design, level and tutorial design and characters as exposition tools to drive their fearful adventure forward. This analysis is intended for level design students and aficionados alike.
It was originally given in a class at game design school Supinfogame in October 2014. Spoilers ahead — I strongly recommend that newcomers to the game play as they read this analysis.
For any additional questions or to discuss this further, feel free to contact me through LinkedIn.
Following months of development, Shawn 'FMPONE' Snelling has released his Counter-Strike: Global Offensive map 'CS_Museum'. Discover and learn from the various processes that went into making what is inarguably one of the game's finest-looking maps.
Assassin's Creed set a new standard for open-world games, providing the foundation for one of this generation's most technically accomplished releases: its sequel, Assassin's Creed II. Guest writer Fabrice 'Froyok' Piquet examines and breaks down how parts of the game were put together, shedding some light on the problems its developers overcame while producing a living, breathing Renaissance Italy.