Design a game level to immerse your audience in
The more you know, the better.
Creating Your Visual Style | Regulations and Metrics | Planning a level (2-D, Whimsical, PureRef etc) | Relatable Game Levels | Positive and Negative Space | Spacing and Comfort | Scale is key | Do I have enough detail? | How to use Reference Material (pureRef) | Your Second Assignment | Example Level
Player Goals | Communication and Feedback | Visual Language in Design | Shape Language in Architecture | Composition | Occlusion in levels | Rewarding curiosity | Your Third Assignment | Example Level
Platforming in Levels | Rhythm and Timing | Leading the Player | Reusable Mechanics | Traversal Mechanics | Cameras | Affordances | Limiting Confusion | Show me, don’t tell me | Your Fourth Assignment | Example Level
PureRef and Planning | World Building | Districts | Landmarks, POI’s, Focal Points | Start Big, then go smaller | Your Fifth Assignment | Example Level
Pathing and Transition Spaces | Sightlines and Composition | NPC’s and References | Purposeful Gameplay Spaces | Boundaries and Edges | Your Sixth Assignment | Example Level continued
Story Mission Pitching | Beat Breakdown and Tempo | Missions | Balancing Spaces | Dialog | Feedback | Cutscenes | Enemies and Combat Planning | Tutorials | Valves and Airlocks | Your Seventh Assignment | Example Level
Bring Your Level to Life | Movement and Motion | Imagine Statement | Backgrounds and Sky | Fake It Till You Make It | Lighting and Post 7. UI | Adding Sounds | Your Eighth Assignment | Example Level
Key goals for a Level Designer | Visual Structure + Functionality | Rules to Remember | Visual Scripting | External and Internal Teamwork | Presentations | Portfolios and Resumes | Post Course Resources | Your Ninth Assignment | Example Level | Two week block for final project
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