{"id":13861,"date":"2018-02-27T23:48:00","date_gmt":"2018-02-27T23:48:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/315060"},"modified":"2018-02-27T23:48:00","modified_gmt":"2018-02-27T23:48:00","slug":"video-the-level-design-of-celeste","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/02\/27\/video-the-level-design-of-celeste\/","title":{"rendered":"Video: The level design of Celeste"},"content":{"rendered":"<p>Like many\u00a02D platformers, <em>Celeste<\/em> is split up into different worlds. Breaking down a game into smaller elements can help when designing levels, but how did <em>Celeste<\/em> manage to make each area\u00a0feel mechanically different and unique?\u00a0<\/p>\n<p>In this 2017 GDC session, lead developer of\u00a0<em>Celeste<\/em> Matt\u00a0Thorson\u00a0goes into detail about\u00a0designing numerous hardcore platforming\u00a0stages that make up the game.\u00a0<\/p>\n<p>Thorson\u00a0goes through a wide range of topics, discussing everything from the tools and processes behind elements like arranging sprawling area maps that make up the mountain, to weaving story elements through its game world.<\/p>\n<p>Designers interested in the level design of <em>Celeste<\/em>\u00a0may appreciate that they can now <a href=\"https:\/\/youtu.be\/4RlpMhBKNr0\">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>Like many\u00a02D platformers, Celeste is split up into different worlds. Breaking down a game into smaller elements can help when designing levels, but how did Celeste manage to make each area\u00a0feel mechanically different and unique?\u00a0 In this 2017 GDC session, lead developer of\u00a0Celeste Matt\u00a0Thorson\u00a0goes into detail about\u00a0designing numerous hardcore platforming\u00a0stages that make up the game.\u00a0 [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":13862,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-13861","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\/13861","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=13861"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/13861\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/13862"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=13861"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=13861"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=13861"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}