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Pages in category "Level Design"
The following 90 pages are in this category, out of 90 total.
A
Aesthetics matter
All the lessons connect
Allow the players the ability to make the game personal
Allow your players to have a sense of ownership
Ambient lighting
Architecture and design
B
Bad examples
Bad pathing
Bad scripted events
Bad texture and lighting
Be more afraid of boring your players than challenging them
Begin and planning
C
Challenges lacking explanation
Change is good... and frightening
Confusing paths
Cultural references
D
Design the component for its intended audience
Don't be afraid to be blunt
Don't confuse "interesting" with "fun"
Don't design to prove you can do something
Don't fight human nature
Don't try to fix everything at once
E
Errors and learning
Every set is someone's first set
Everything affects everything
Excess of contrast
Exploring the environment
F
Fighting against human nature is a losing battle
Floorplan
G
Gameplay design
Give yourself time
Good contrast
Good examples
Good examples of coherence and cohesion
Good pathing
Good scripted events
I
If everyone likes your game but no one loves it, it will fail
If it doesn't fit, don't force it
If you can do without it, do without it
If your theme isn't common, it isn't your theme
Incoherent architecture
Incoherent obstacles or challenges
Iterate, Iterate, Iterate
L
Lack of any sense
Lack of contrast
Lack of landmarks
Landmarks
Leave room for the player to explore
List of level design references
Listen to dissenting voices
Listen to the uninvested
Look outside the box only after you've looked inside it
Loop design or circular paths
M
Make the fun part also the correct strategy to win
Make use of piggybacking
Making Magic sets is really hard
Math is more reliable than intuition
Mistakes are valuable
N
Nothing beats good process
Nothing is set in stone
P
Paths outside the player's view
Pay attention to feedback
Problematic collision
Progression and linearity
R
Random challenges
Realistic vs. Fantasy
Resonance is important
Restrictions breed creativity
S
Scale and proportion
Sometimes on the way to beautiful, you have a lot of chaos
Stop trying to make the thing everyone else wants you to make. Make the thing you want to make. You're at you're best when you're passionate about what you're doing. Find your passion
Storytelling
T
Technical side
Terrain
Textures and lighting
The details are where the players fall in love with your game
The Hows and Whys of Level Design
The right answer is not always apparent at first
This is not fun
Too many routes
Top down vs. Bottom up
Traps
Try the wrong way first
U
Understand what emotion your game is trying to evoke
Unrecognizable form and function
W
Well made challenges
When details conflict with the gameplay
Y
You don't have to change much to change everything
You have to be willing to question your absolutes
Your audience is good at recognizing problems and bad at solving them
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