Pacing is everything in Kentucky Route Zero. In a game where there are no mechanics, aside from dialogue choices, the pacing of the narrative and the feeling that is conveyed from this is what drives the experience. What Kentucky Route Zero does so well in its pacing is how it lets the player take their […]Read more "Level Design of Video Games – Pacing yourself in Kentucky Route Zero"
The world of a game is often its most compelling feature, unique and exciting the game world is a way for the player to escape and immerse themselves in the game. On the consideration of immersion a game world has to be two things, it has to be unique and it has to be believable. Without the first the player is entering the game only to be presented with a simulation of the real world. Without the second the player finds the game world too ridiculous to feel involved in.Read more "Level Design of Video Games – Star Control II, the World of the Game"
The game studied in this post is SUPERHOT, but the topic is as abstract as the humanoid creatures in the game. This post focuses on analysing the influence of the 4th dimension on video game mechanics and level design.Read more "Level Design of Video Games – SUPERHOT, Beyond the Level"
Level design is not the first thing which comes to mind when thinking about the Stanley Parable. The game is known widely for its narrative and extensive variety of endings more than anything else. But I am not here to talk about the Stanley Parable, I am here to talk about the Stanley Parable Demo.Read more "Level Design of Video Games – The Stanley Parable Post"
This post examines a classic game which I cannot do justice. Portal speaks for itself when it comes to the excellence of its design. What the game does exceptionally is sequentially teach the player very simple systems and mechanics. Then adds layers of complexity to these systems through the combination of mechanics and level design.Read more "Level Design of Video Games – Portal, a Game that Teaches"
I can’t express how much I enjoy Hyper Light Drifter, the mystery and difficulty of Dark Souls, paired with the aesthetic of the SNES, this game arrived at just the right time in the market. This post attempts to analyse the design of a world where science fiction and fantasy are combined, a pairing which is ever popular across games and media.Read more "Level Design of Video Games – Hyper Light Drifter, a narrative world"
The big question to answer here is whether plot or gameplay came first in the development of Prince of Persia: Sands of Time. I already know the answer to this because I have cheated, the answer is that the gameplay did in fact come first. I cheated by watching an interview with developer and director […]Read more "Level Design of Video Games – Prince of Persia, Plot or Play?"
Abstraction is a concept that games have the capability to explore in very effective ways. Thrusting the player into spaces which would otherwise be impossible due to the laws of the world we live in. With difficult concepts like abstraction games bring the player to a place where they can, not always understand the abstract world, but experience it and the feeling it attempts to convey.Read more "Level Design of Video Games – Abstraction in Kairo"
The introduction to BioShock is an extremely effective example of level design, it introduces the world of Rapture and the mechanics of the game in an efficient and powerful way.Read more "Level Design of Video Games – BioShock Breakdown"
Hub based levels are tricky for a level designer, they are simple to make and plan but to keep them interesting without the player having to backtrack is what the designer has to overcome.
The whole point of a Hub is to have the player go through a central point in the map multiple times to proceed. The danger of this is that the player will get bored returning to the same place over and over.Read more "Level Design of Video Games – Building in Doom"