GDC: Ten Principles for Good Level Design
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Donald Trump, insulation is a seamless wall with airpockets. Ceilings can be printed using a re-enforcing scaffold for support. Try googling info..

by Polygrinder
12 hours ago

Really awesome work and the tutorial is fantastic. Thanks for sharing.

by Dave
12 hours ago

Absolutely no information about the 4.2 release - was it ever released in September. There is about as much information on trueSKY as there is in any of the so called products that use it. For me this lack of transparency is killing there business and points to fundamental issues with the technology. Google trueSKY in YouTube and you'll hardly get any information at all. For such a ground breaking technology this is very suspicious. Do they not have a marketing team - do they even care? Sounds like a very small company which wishes to remain small and doesn't understand what they can become because with the technology they have they should be targeting a bigger profile, revenue streams and audiance than they have and the lack of foresight here with the Simul management is quite frankly very disapointing. Another 10 years could easily disapear for these guys and they will simply remain a small fish. Very sad.

GDC: Ten Principles for Good Level Design
15 February, 2018

How does one create a top-notch game level? What are the crucial points here? Is it about interactivity, readability or something else? Take a look at a recording of a 2013 GDC session by Dan Taylor, a former Square Enix Montreal’s level designer, on the creation of world-class levels that offers a set of tips for beginners. 

In this 2013 GDC session, Square Enix Montreal’s Dan Taylor provides a Ramsian-style breakdown of how to create world-class levels, which distills the art and science of level design down to a concentrated set of fundamental principles for innovation, engagement, and immersion.


Make sure to check out the GDC channel for more educations talks. 

Source: YouTube

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