Dawn of Fantasy: The Level Design Process Details here: http://bit.ly/pXcgCS
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@fuckyeahleveldesign-blog
Dawn of Fantasy: The Level Design Process Details here: http://bit.ly/pXcgCS
Another great article by World of Level Design
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A deep analysis of pacing, gameplay variation, challenges, enemies and progression of Batman Arkham Asylum - by Filip Coulianos (level designer at Starbreeze Studios).
Tortured by thefury Because you'll never get tired of good Q3A custom maps.
Whoopservatory [HL2 map] by Magnar Jenssen
Dr.Magnusson has been conducting a personal project in an old observatory. After an unfortunate outbreak of Zombie-itis the lab had to be quickly evacuated. You must go in and wreck up the place before it falls into the wrong hands!!
More details about the scripting here
Making SSX - Level Design Process
Simon Fuchs - Crysis 2
NEOTOKYO° Level Design (by chomediavfx)
For me, an immersive environment is one that makes my mind wonder. It turns on the same bit of the brain that gives children nightmares when they're alone, at night, in the dark. It's the bit that made Doom - at the time - seem so real and alive.
Dave Johnston - Splash Damage
Helder Pinto - Crysis 2
Unearthed - Environments Tech Demo (by unearthedgame)
Creating Crafting Satisfying Combat Experiences at Insomniac Games GDC 11
Robert Briscoe - Mirror's Edge
Level designers build worlds, and in order to build worlds we need to understand our own.
Phil Co