Art and worlds · course
Level design
16 lessons · 4 chapters
How to build levels that are interesting to walk through: the path and landmarks, metrics, blockout, layout, pacing, gates, verticality, combat and stealth, level events, and breakdowns of classic levels. Read in order.
Chapter 1 · The basis of a level 0 of 3
Chapter 2 · Layout 0 of 5
Chapter 3 · Combat and events 0 of 4
Course final
Questions from every lesson of the course: first the ones that were harder or that you have not met yet.