Monthly Archives: January 2014

Level Design Primer 4: Mental Obstacles

So far we’ve talked about obstacles in very narrow terms. Things that require direct, tactile action: dodging, shooting, avoiding, ect… However, there are also mental skills that games can challenge: Verbs such as explore, plan, prepare, solve, manage (resources), ect… … Continue reading

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Level Design Primer Part 3: Obstacles and Player Choice

Last chapter, I talked about obstacles in the most simple terms: Something that tests a specific player skill. However, you can also make a challenge that provides the player a choice between multiple skills. You’ve given them a problem and … Continue reading

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Venusian Vengeance Epiosde 2 Released

The second episode of Venusian Vengeance is up:

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Level Design Primer Part 2: Fitting Challenges to Mechanics

I’ve released part 2 of my series on level design. You can read it here:  http://renegadesector.com/level-design-primer-2-fitting-challenges-to-mechanics/

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Venusian Vengeance Epiosde 1 Released

I’ve decided to serialize my Run ‘n’ Gun game Venusian Vengeance into 5 in-browser episodes.  The episodes will be released once a week.  All of them after the first episode will contain a new into text cawl, but will otherwise … Continue reading

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Level Design Primer Series

I’ve decided to start a series of articles on level design and what goes into it. More specifically, level design as it pertains to single player (or coop) games, and not multiplayer competitive games (that’s a whole other topic). I’ll … Continue reading

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