Author Archives: admin

Level Design Primer Part 18: Emergent Objectives

We’ve talked so far about goals mostly in terms of specific objectives which you’ve placed in specific places for the character to reach. But what if the systems in your game interact in such a way that the player ends … Continue reading

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GIFs: Bandits and Bounties, Ninja Outbreak

Here are some animated GIFs of my current projects:

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Level Design Primer Part 17: Tension and Release

The idea of tension and release is a common one among many art forms. In music, ascending scales and dominant chords can build tension, while descending scales and returning to the tonic chord can give a sense of release.  Dissonance resolves … Continue reading

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Emo McGothington: Sad Candy Shooter now available!

The people of the Candy Kingdom made a deal with the devil.  They asked for infinite candy, and what they got was an infinite candy army.  And so they must turn to exiled hermit and all-around downer Emo McGothington, to save the … Continue reading

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Braingale EP games added to games page

I’ve added my contributions to the two Braingale EPs to the games page and front page.  From Braintheatre comes Variation 6: Detective, and from Architects comes Inheriting the Beast.  Check ‘em out, along with all the other great things from the … Continue reading

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Level Design Primer Part 16: Environmental Storytelling

In film, there’s a concept called “Mise-en-scene.” Mise-en-scene refers to the story that is told by everything other than the spoken dialogue. Sets, costumes, sounds, props, ect… all combine to not only give a film a set of place, but … Continue reading

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Level Design Primer Part 15: Naturalism

Naturalism as it applies to level design is a philosophy that says that levels should not only serve a functional purpose, but also feel like spaces that make sense and have a purpose for existing within the world of the … Continue reading

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Level Design Primer Part 14: Rules of Composition

So far we’ve been looking at level design purely from a gameplay perspective. I want to switch tracks for the next few parts and discuss the aesthetic and narrative aspects of level design. That is not to say that these … Continue reading

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Level Design Primer Part 13: Level Geometry

I want to step back a bit and discuss the term “Level Geometry.” Level Geometry refers to the physical space and construction of the level, and the shape and positioning of objects in the level. You’ll see the term most … Continue reading

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Trailer – Emo McGothington: Sad Candy Shooter

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