Monthly Archives: March 2014

Level Design Primer Part 11: Designing Around Failure

There’s a level design idea which I’ve been trying to resolve into a concrete topic, but I was having trouble getting to the core of it. Then I played the new Strider and it resolved itself. So far we’ve been … Continue reading

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Level Design Primer 10: The Revenge of Planning Out Levels

I want to take what I’ve talked about so far in terms of non-linear level design and show a practical application. Thus, I’m going to do another “Planning out your Levels” article, this time showing my process behind the level … Continue reading

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Level Design Primer #9: Navigation through Non-Linear Levels

We’ve talked a bit about arranging challenges in a non-linear level. But what about the person actually playing your game? How do they find their way around? In linear games, it’s easy. “Which way did I come from? I’ll go … Continue reading

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