Master of The Free World Productions | Jumpcut Entertainment Network

Don’t Miss: The visual guide to multiplayer level design

This highly visual 2014 guide to multiplayer level design, adapted from Ben Bauer’s work at Crytek by Firefall designer Bobby Ross, gives you a timeless grounding in how team-based shooters work. …


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Guild of Dungeoneering Review — Surface Level Spelunking

Guild of Dungeoneering places you in the position of a guild manager in a hand-drawn world – it’s up to you to woo new recruits, build up a massive base of operations filled with adventurers and buffs, and use your powerful team (one at a time) to head out into myriad quest-based dungeon delves.

The concept behind Guild of Dungeoneering – a card-based, build-it-yourself dungeon crawl – is solid. It is a modern roguelite that features continual progression, even in the face of certain doom. You load up on gold from dungeon to dungeon, then use it to unlock new items, buffs, and dungeoneers. Linear progression spurred on by continual dungeon runs is the game’s weakness; while you have options for light strategy in the form of selecting the right class to tackle each dungeon’s unique challenges, for a DIY dungeon crawl the title feels lacking because most of the time you’re simply going through the motions without a sense of victory or accomplishment.

You unlock more powerful classes and gear by throwing your gold at them, and you eventually just get those resources by throwing yourself into dungeons over and over, win or lose. While this may be the underlying truth in many RPGs, it’s not flavored up here to the status of a palatable meal. The action stagnates quickly, even though you’re always unlocking and gaining access to new tools.

Everything in Guild of Dungeoneering comes down to cards. You draw a new hand of five each turn, which can include dungeon “puzzle pieces” like room tiles, monsters, and treasure, and lay them down to create the crawl. Players build their own routes to critical locations in each dungeon map through corridor and room tiles, connecting them together to form dungeons as large or small as the player deems necessary. If there’s a particularly challenging boss in a level, you may want to build it out, stuffing it with various treasures and minions in order to get strong enough before taking on the challenge. You’re placing everything outside of a few setpieces that generally make up the critical goals for each dungeon quest, from monsters to treasure. While you don’t control your adventurer directly, it’s easy to “motivate” their dungeon movements by controlling the flow of rooms and rewards.

Guild of Dungeoneering’s combat is turn-based simplicity, and like the rest of the game, remarkably accessible for the dungeon-crawling genre. Each round you play one card from your deck (made up of both your class cards and any gear you may have equipped) and try to foil your enemy’s plays and plans. Various other effects or “rules” can come into consideration as you romp about magic fountains or engage specific styles of enemies, like fire elementals that burn both combatants each turn.

Guild of Dungeoneering is a neat little romp, but the novelty wears off quickly as you fall into the progression loop. If you’re looking for a bite-sized dungeon crawl, Guild of Dungeoneering delivers – but don’t expect a lofty foray into the realms of exploration, customization, or strategy.

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Incorporating level design in melee combat systems

Combat developers on games including Heavenly Sword, God of War III, DmC: Devil May Cry, The Last of Us, Aztez, Dead Island 2, Killzone and Watchdogs offer analysis and tips. …


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Visual cues in level design

“It’s sometimes easy to forget how much design and art need to coexist, nevertheless; we need to make sure our visual cues are properly motivating.” …


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Get a job: Hangar 13 is hiring an experienced Level Architect

Novato-based Hangar 13, the newest 2K Games studio, seeks a seasoned level architect to join the team working on designing 3D environments and optimizing game levels in its Novato, CA offices. …


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This Week in Video Game Criticism: From race in Witcher 3 to local level design

This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from race politics of The Witcher 3 to a philosophy of local level design. …


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Turn Your Screen Into A Mario Level With Screentendo

A new app allows you to give your computer desktop a definite Mario twist. Though it's just a proof of concept at this point, the Screentendo desktop app gives you the ability to process what is on your screen and transform it into a scene ripped straight from Super Mario Bros.

Aaron Randall's Screentendo accomplishes this by processing the image and applying several filters to make the image on your screen more readable for the app. From there, the section you designate is changed to feature brick blocks and the blue sky background from Super Mario Bros. You can check out the video of how Randall transformed the Google homepage into the image you see above.

(Please visit the site to view this media)

Despite how cool the app looks in action, Randall admits that its current state features several limitations including the need for a sharp contrast for it to work as designed, as well as some issues with the physics once you're put in control of Mario. The code is currently available on Randall's blog, but the app requires you to use Xcode to run it.

[Source: Aaron Randall]
[Via: Kotaku

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Video: Deconstructing competitive Counter-Strike: GO level design

At the GDC 2015 eSports Summit Counter-Strike: Global Offensive community level designers Shawn Snelling and Salvatore Garozzo speak frankly about the process of building levels for competitive play. …


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Don’t Miss: Tactical level design and the metrics of space

In this classic 2012 feature, PhD and game educator McMillan examines how POV affects players, showcasing a variety of gameplay scenarios and different tactical choices players may be confronted with. …


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Get a job: Hi-Rez Studios seeks a Level Designer

The folks responsible for Smite and Tribes: Ascend are looking for an experienced level designer to join the development team at Hi-Rez Studios’ Alpharetta, Georgia headquarters. …


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