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"