{"id":12514,"date":"2018-02-10T00:41:00","date_gmt":"2018-02-10T00:41:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/314544"},"modified":"2018-02-10T00:41:00","modified_gmt":"2018-02-10T00:41:00","slug":"video-the-ten-principles-for-better-level-design","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/02\/10\/video-the-ten-principles-for-better-level-design\/","title":{"rendered":"Video: The ten principles for better level design"},"content":{"rendered":"<p>One of the fundamentals of good level design ensures that the player has fun when navigating a space. That is, according to one of the ten principles Dan Taylor lays out.\u00a0<\/p>\n<p>Level designers are often tasked with\u00a0constructing an environment that&#8217;s engaging to a player without giving\u00a0them\u00a0too much or too little information. What steps can they take to make sure their levels are intuitive and well thought out?\u00a0<\/p>\n<p>In this 2013 GDC session, Square Enix Montreal&#8217;s Dan Taylor provides a Ramsian-style breakdown of how to create well\u00a0designed levels, which distills the art and science of level design down to a set of fundamental principles for innovation and engagement.\u00a0\u00a0<\/p>\n<p>Level designers may appreciate that they can now\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=iNEe3KhMvXM\">watch the talk completely free via the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>One of the fundamentals of good level design ensures that the player has fun when navigating a space. That is, according to one of the ten principles Dan Taylor lays out.\u00a0 Level designers are often tasked with\u00a0constructing an environment that&#8217;s engaging to a player without giving\u00a0them\u00a0too much or too little information. What steps can they [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":12515,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-12514","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/12514","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=12514"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/12514\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/12515"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=12514"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=12514"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=12514"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}