This course is about giving the basic theorical tools of a level designer.
This course is about giving the basic theorical tools of a level designer.
Too often level design is presented as a technical skills job only, eclipsing completly the thoughts a great level needs. Today a first year junior can be a level designer, and tomorrow an IA will replace him. "Doing" is not a tomorrow job. Internet offers thousand of tutorials on how to handle a game engine ; but without explaining what to do. How to create stronger emotions? How to offer a better game experiences? How to get the best value out of our 50h of work a week?This course is about thinking before doing. The difference between junior and senior.
All along the course we will go in deep with basic ingredients, understanding their effect onto the player's experience. More than an exhaustive list of tools, this course use real examples coming from my ten years experience into level and game design, to give practical utilities.
During the talk we will discuss about level design into a game production environment, not an independant designer working in a dark basement, alone. My hope is to share my experiences and allow you to be "studio ready" when you will enter you first job, or theorize thing you were doing by instinct, allowing you to improve yourself.
Always it will be with the scope of a level designer into a real studio, into a real pipeline, with constrains, teammates and deadlines. No fancy dreams of video games. Just reality.
Every course has english caption / subtitles.
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