The Death of the Level Designer (all 6 parts). Andrew Doull
The article talks about the greatness and importance of level design and the many ways it is used. Games such as Borderlands have amazing level design choices and build a world with a lot of details. Another thing the author spoke about was the random level generation which I enjoy in games. But, the problem is " the cost of generating sufficiently interesting 3D objects and textures ensures that there is a great deal of repetition in the resulting random levels" which I find to be true since some games, like The Binding of Isaac have random levels but it makes the game feel new and fresh. The article also tells the reader about the different procedural generations in both 2d games and 3d games. Each part of the article talks about the importance of procedural generation and how dynamic worlds work.
Get GD 201- For Heavens Sake
GD 201- For Heavens Sake
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