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A Look at Level Design in Star Wars Jedi Survivor, Dredger Gorge & Stone Spires

For this year's #Blocktober, Nicholas Cameron shared blockouts for the two levels the creator designed in Star Wars Jedi: Survivor, Dredger Gorge, and Stone Spires. 

As the much-anticipated Blocktober arrives, we are finally granted a glimpse behind the scenes of game development.

For those who may not be familiar, Blocktober is an unofficial annual event that celebrates the world of level art and recognizes the remarkable work of Level Artists in creating playable and enjoyable environments in video games. Each year, a multitude of talented creators, ranging from AAA studios to indie teams, come together to participate in this event. It provides a unique opportunity for us to gain insights into our favorite games from a developer's perspective.

Nicholas Cameron is a Game Designer specializing in Level, System, and Narrative Design. He is currently working at Respawn Entertainment as a Level Designer. As part of the #Blocktober celebration, he has shared an insightful glimpse into the blockouts for two levels he designed in Star Wars Jedi: Survivor, namely Dredger Gorge and Stone Spires.

Image credit: Twitter/Nicholas Cameron

Here you can have a look at the scenes shared by the creator. The first post is about Dredger Gorge's creation. Dredger Gorge is intended to be a laid-back level that helps players familiarize themselves with the game's mechanics, such as shortcuts and navigation verbs. The level design predominantly revolves around a tightly interconnected hub-and-spoke structure, utilizing a single save point to link various paths and islands of content.

Image credit: Twitter/Nicholas Cameron

Image credit: Twitter/Nicholas Cameron

Image credit: Twitter/Nicholas Cameron

The second one is Stone Spires. The primary objective of the design was to showcase the glider feature. Initially, the early versions had a wide and expansive layout, aiming for a "towers above the clouds" atmosphere. However, as the design evolved, it became more focused and constrained. A central puzzle element, reminiscent of a Zelda temple, was incorporated to enhance the significance and impact of gliding within the level.

In conclusion, Cameron wrote that Level Design is a highly collaborative process, adding that it would not have been possible without the contributions of numerous talented individuals. He humorously mentioned that if it were solely up to him, players would have experienced nothing more than empty blocks with fun colors. For more content, you can visit the author's Twitter page.

Earlier on, during this year's #Blocktober event, Level Designer Simon Isacsson Andersen shared his participation by showcasing the blockout stage of Khri's Observatory from Star Wars Jedi: Survivor. Alongside the visuals, he provided insightful commentary on the level design techniques employed to establish the atmosphere and layout of this particular location.

Max Pears, a highly acclaimed Level Designer, host of the Level Design Lobby podcast, and author of two comprehensive books on level art, has also actively participated in #Blocktober 2023. As part of his involvement, he has graciously offered an exclusive behind-the-scenes glimpse into the recently launched DLC Phantom Liberty for Cyberpunk 2077.

If you are eager to dive deeper into the realm of level design, we highly recommend having a look at the interview conducted with Max Pears who talked about what it means to be a Level Designer, how to become a perfect Level Designer, and discussed the books on LD he wrote.

Another article that offers a wide range of insightful videos, interviews, blogs, and other valuable resources that will provide you with a comprehensive understanding of what level design entails is here, check it out!

Also, don't forget to join our 80 Level Talent platform and our Telegram channel, follow us on InstagramTwitter, and LinkedIn, where we share breakdowns, the latest news, awesome artworks, and more.

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