Lost Weekend – playable demo of a noir hotel room

A few days ago I posted an updated and playable version of a film noir-inspired hotel room level I’ve called The Lost Weekend. You can now download it for free from Itch.io.

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Level Design: Guiding The Player

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There’s many ways a player can be guided through a game level, some more subtle than others. From the glorious points of interest to glimmering gold and frenzied enemies, this text will take a closer look at some of the most common techniques used to guide players through game levels. With examples from games like Skyrim, The Witcher 3 and more, it is meant as an introduction to some basic level design principles.

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The Size of Spaces

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As the player traverse through an interior dungeon level the difference in size between small, medium and large gamespaces all have different types of impact on the player’s experience, something it can be wise to keep in mind as you plan and build your level. In this text I’ll touch on some of the most basic architectural considerations of dungeon design, namely the size of spaces.

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