Keeping Level Design in the Zone with Level Editors
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Latest comments
by Ronnybrendo Vieira Lima
3 hours ago

Por favor não parem, trabalho perfeito, nostálgico, me lembra da minha infância com os meus amigos jogando o HL1 e se divertindo. Com essa engine o jogo ficou muito lindo, eu sei que não é fácil fazer este jogo do zero mas eu pagaria qualquer valor caso este jogo esteja a venda no steam, não importa quanto tempo demore.

Can I buy this trees like somewhere?

by Yacob
13 hours ago

hi , i eanted to make your handgun in blender and i fell short on the top curved surface , how do you make that

Keeping Level Design in the Zone with Level Editors
14 September, 2017

Here is another outstanding 2016 GDC talk for you to check out. An independent designer Robin-Yann Storm, a developer who has worked on the latest Hitman, explains both the good and bad sides of many different engines and editors, from a level designer point of view, and how tool creators can help level designers achieve their vision through streamlined design.

This talk focuses on five different editors: Unreal, Hammer, Unity, The Creation Kit and 3ds Max. The developer shows how they can improve from a UX & UI point of view.

The developer states that the most important thing is to keep everything in the zone. You must come up with a design won’t lead your players to boredom and this challenge might be quite tricky. 

Essentially, this a must-watch talk for all level designers. What is more, it can help you choose the right engine without trying everything for yourself. 

Make sure to check out the developer’s website that is full of useful content for tool and level designers.

Source: GDC

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