Game Developer’s Radio: Exploring Design #20 How level design can affect gameplay




The Game Developers Radio show

Summary: (http://www.gamedevradio.net/wp-content/uploads/2013/08/grin_work_assignment_sketch-300x225.jpg)Hosts: Joseph Burchett (https://plus.google.com/103439669424812416275/posts), Devin Becker (http://www.twitter.com/mzo), Miles Deponty (http://www.linkedin.com/in/milesdeponty) Date Recorded: 07/31/2013 In this episode we talk about how level design can affect gameplay. Show Notes: Games Deadspace (http://en.wikipedia.org/wiki/Dead_Space_(video_game)) Warcraft 3 (http://en.wikipedia.org/wiki/Warcraft_III:_Reign_of_Chaos) blood (https://en.wikipedia.org/wiki/Blood_(video_game)) Shadow Warrior (http://en.wikipedia.org/wiki/Shadow_Warrior) Wolfenstein (http://en.wikipedia.org/wiki/Wolfenstein_(series)) Crysis 2 (http://en.wikipedia.org/wiki/Crysis_2) Hitman (http://en.wikipedia.org/wiki/Hitman_(video_game_series)) Splinter Cell: Chaos theory (https://en.wikipedia.org/wiki/Tom_Clancy's_Splinter_Cell:_Chaos_Theory) - Design of a multiplayer level ( http://vbarrieres.com/?page_id=199) Deus Ex (http://en.wikipedia.org/wiki/Deus_Ex) The Elder Scrolls 5: Skyrim (http://en.wikipedia.org/wiki/The_Elder_Scrolls_V:_Skyrim ) Dota (http://en.wikipedia.org/wiki/Defense_of_the_Ancients) Chess 2 (http://www.sirlingames.com/products/chess-2-print-and-play) Bewjeweled (http://en.wikipedia.org/wiki/Bejeweled) Bust a move (http://en.wikipedia.org/wiki/Puzzle_Bobble) Age of Empires 2 (http://en.wikipedia.org/wiki/Age_of_Empires_II:_The_Age_of_Kings) Rock Paper Scissors (http://en.wikipedia.org/wiki/Rock-paper-scissors) Minecraft (https://en.wikipedia.org/wiki/Minecraft) GTA (http://en.wikipedia.org/wiki/Grand_Theft_Auto_(series)) X3 (https://en.wikipedia.org/wiki/X_(game_series)) Cube World (https://en.wikipedia.org/wiki/Cube_World) Day Z (http://en.wikipedia.org/wiki/DayZ_(video_game)) Amnesia (http://en.wikipedia.org/wiki/Amnesia_(video_game)) Far Cry (http://en.wikipedia.org/wiki/Far_Cry_(series)) Fallout 3 (https://en.wikipedia.org/wiki/Fallout_3) Garry's Mod (http://en.wikipedia.org/wiki/Garry's_Mod) Articles learning through level design (http://www.1up.com/features/learning-level-design-mario) Level Design tutorial from the C2 level designer (http://www.narby.net/?page_id=39) Hitman blood money level design (http://petepetraitis.blogspot.com/2013/03/hitman-blood-money-level-design.html ) Design of a multiplayer level (http://www.gamasutra.com/view/feature/130202/multiplayer_level_design_indepth_.php?print=1) Level Design Analysis: Deus Ex's Liberty Island - Part 1 (http://www.gamasutra.com/blogs/JustinKeverne/20100728/87762/Level_Design_Analysis_Deus_Exs_Liberty_Island__Part_1.php http://blog.us.playstation.com/2011/01/07/deus-ex-human-revolutions-level-design-is-multi-path-multi-solution/) Deus Ex: Human Revolution design analysis (http://criticalmissive.blogspot.com/2011/09/deus-ex-human-revolution-design.html) Essential Level Design Themes of Deus Ex (http://forums.eidosgames.com/archive/index.php/t-75572.html) MOBA (http://en.wikipedia.org/wiki/Multiplayer_online_battle_arena) Tower Defense (http://en.wikipedia.org/wiki/Tower_defense) Balancing Multiplayer Games, Part 1: Definitions (http://www.sirlin.net/articles/balancing-multiplayer-games-part-1-definitions.html) Is there an optimal algorithm for playing Bejeweled? (http://www.quora.com/Is-there-an-optimal-algorithm-for-playing-Bejeweled) Solving Bejeweled type game (http://www.gamedev.net/topic/575282-solving-bejeweled-type-game/) Bejeweled 2 Algorithm (http://mattsnaps.livejournal.com/14627.html) Use of Procedural Content Generation Methods (http://pcg.wikidot.com/pcg-games:minecraft) Open world games (http://en.wikipedia.org/wiki/Open_world) Left 4 Dead design theory (https://developer.valvesoftware.com/wiki/Left_4_Dead_Design_Theory) L4D Art Direction, Part 2: Stylized Darkness (http://www.l4d.com/blog/post.php?id=2129) Left 4 Dead design theory (https://developer.valvesoftware.com/wiki/Left_4_Dead_Design_Theory)