Master of The Free World Productions | Jumpcut Entertainment Network

Spend a day sharpening your level design skills at GDC 2016

From the remarkable wilderness of Firewatch to how level designers are adapting their skills to the world of VR game development,Here’s a preview of the Level Design In A Day tutorial which will help kick off GDC 2016 in San Francisco next month. …


Gamasutra News

Level design basics from a Call of Duty modder turned pro

Treyarch’s Muhammad Ayub: “I have been making multiplayer maps in the Call of Duty modding community for past 8 years. Over the years, I have learned a lot of design rules and principles.” …


Gamasutra News

Navigation nodes in 3D level design

“What I call ‘nodes,’ in the context of level design, is a place where we know what the player is seeing. Identifying and creating nodes in our 3D level design is a great tool which serves many purposes.” …


Gamasutra News

Video: Using iterative level design to ship Skyrim and Fallout

At GDC 2014, Bethesda’s Joel Burgess took to the stage to share insights into the iterative approach used by Bethesda’s level design team plan, implement, test and polish massive amounts of content. …


Gamasutra News

Test Chamber – We Play John Romero’s Surprising New Doom Level

After a 21-year hiatus, John Romero has crafted a new level for the original Doom. Join us at we try it out.

Andrew Reiner and I play through the first few sections of Romero's new map, Tech Gone Bad, which serves as a replacement for the finale of episode one. Despite still being limited by the technological restraints of the original Doom, Romero manages to make the new level feel fresh: Red cracks sprawl through the hallways of the overrun installation and deal damage if you stand still on them, paths of stepping stones have you hopping over poisonous pools (despite the lack of a jump button!), and myriad buttons shift the environments in surprising ways. Whereas the original E1M8 level was rather short and straightforward, Romero's new level feels like a worthy finale, requiring players to thoroughly explore a large and winding installation that's packed with detail while also traversing its outskirts in a massive outdoor environment. The level still ends with the iconic battle against the two barons of hell, but ratchets up the intensity even further. The level is a remarkable technical feat, and a reminder of Romero's design expertise. 

While we sprint our way through the first few minutes of the level, Reiner shares some more of his thoughts on the upcoming Doom reboot. View the video below to learn more and see Romero's level in action.

(Please visit the site to view this media)

Those interested in playing Romero's new map for themselves can find the necessary files and instructions here. Old-school Doom fans should also check out our retrospective on the game, as well as Romero's playthrough and dissection of Doom's episode one, which he did with Double Fine. For more on the new Doom, click on the banner below.

www.GameInformer.com – The Feed

John Romero just released his first Doom level in over two decades

Veteran game developer John Romero took to Twitter today to spread the word that he’s made a new Doom level, E1M8B, something he says he hasn’t done in over twenty years. …


Gamasutra News

John Romero Publishes His First Doom Level In 21 Years

If you were born when John Romero created his last Doom level, you’d be old enough to drink the United States now. It’s been 21 years, but the designer behind the seminal first-person shooter is back at it.

The level is an interpretation of level E1M8, Phobos Anomaly. Romero isn’t hoarding the carnage for himself, thankfully.

You can download the level file via Dropbox. If you’re not sure how to start up the level, the Doom Wiki has some handy information on what you’ll need to do. 

For more on the next entry in the Doom franchise, you can check out our February coverage hub

[Source: John Romero on Twitter]

 

Our Take
Social media might have its down sides, but when its used like this, it’s hard to imagine life without it. No bulletin board servers or hard-to-find download links can trump this tiny file broadcast loudly to a follower base of nearly 69,000.

www.GameInformer.com – The Feed

Get a job: Respawn seeks a Level Designer for unannounced project

The house responsible for Titanfall is looking to hire an experienced hand to serve as senior level designer on both Titanfall and a new unannounced game at its headquarters in Van Nuys, CA. …


Gamasutra News

Modder Recreates Opening Level Of Mirror’s Edge In Dying Light

Dying Light and Mirror's Edge have always had a lot in common: parkour, slightly awkward combat, an interesting use of the first-person perspective. Now they're sharing something else thanks to the efforts of modder Elimina, the opening level from Mirror's Edge.

For those of you hoping for a sort of weird Black Mesa project with Mirror's Edge being remade entirely in Dying Light: here's some bad news. It sounds like Elimina doesn't have the necessary time to create more maps, as they explain on the Steam page for the map:

I haven't been able to work on any of my maps for a few months, and as
time goes on, I am torn that I am not able to finish my maps right now,
but I also don't have the time to finish them at the moment. I will do
updates sometimes, and I will at least try to expand onto them and get a
more finished project. I am releasing my Mirrors Edge Prologue map and
my Monteriggioni maps as pre alphas to make it so that my hours of
effort put into these maps don't just disappear because I was to busy to
finish them. I'm sorry that I am releasing unfinished maps, but I just
didn't want my work to go to waste.

Still, the map is pretty impressive and worth checking out if you've got a PC copy of Dying Light.

[Source: Steam, via Kotaku]

 

Our Take
As someone who grew up downloading mods like They Hunger and Darkstar
for Half-life on a dial-up connection, I've always been fascinated and
impressed with the work of modders and am definitely going to play around with this.

www.GameInformer.com – The Feed

Blog: Our level building process: How long does it take?

“Taking in mind that we have one day a week to work on the game, the answer is that it can take anywhere between four weeks to three months of actual time between the first idea and having something release worthy.” …


Gamasutra News