Monthly Archives: February 2014

Level Design Primer #8: Gating and Implicit Linearity

As I said in the last part, there are a lot of benefits to linear design. You can control the pace at which the player is introduced to new content and harder challenges. What if we want the feeling of … Continue reading

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Level Design Primer 7: Non-linear Level Design

We’ve talked so far about stringing together challenges in a linear order. Challenge 1 is followed by challenge 2 is followed by challenge 3 and so on. There are many advantages to building a game around this structure: you can … Continue reading

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Design Musings: Emergence and Authorial Intent

I think one of the biggest stumbling blocks games have as an art form is the idea that the author of the game does not have total control over the game due to the element of player input, and the … Continue reading

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Level Design Primer 6: Planning Out Levels

This article is going to be a bit different. I want to go a bit into my own personal process for planning out levels. Now, everyone is going to be different in what works for them as far as their … Continue reading

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Level Design Primer 5: Pacing Challenges

Up till now, we’ve talked about creating individual challenges. The next set of articles will be about putting those levels into context. We will start with linear level design (ie. Games where you progress through levels one after another in … Continue reading

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