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GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage

by LevelDesign InADay on Apr 01, 2010

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Please note: There is a ton of good information in the notes sections of these presentations. Please download locally and view in PowerPoint to experience all the juicy details....

Please note: There is a ton of good information in the notes sections of these presentations. Please download locally and view in PowerPoint to experience all the juicy details.

In this intense day-long tutorial, attendees will gain deep insights from some of the most experienced level designers in the industry into every aspect of the level design process, from basic navigation and object manipulation tips and tricks to best practices for encounter design and level flow. As the development discipline responsible for crafting the vastly important moment-to-moment player experience, a deep understanding of core level design principles becomes essential for level designers, game designers and design managers alike. Likewise, an intimate familiarity with the level creation process can be a massive advantage to producers, testers or artists in frequent collaboration with level designers. This year’s session will focus on the Unreal Engine, while subsequent years will focus on Source, Quake, and other popular engines.

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GDC 2010 - Level Design in a Day Part 4. Cover Object Placement & Multiplayer Level Balancing: Neil Alphonso, Lead Designer, Splash Damage — Presentation Transcript