Master of The Free World Productions | Jumpcut Entertainment Network

Come to GDC 2017 and level up your community management skills!

GDC 2017 organizers highlight a handful of great game community management GDC 2017 talks from seasoned talent around the industry! …


Gamasutra News

Blog: A Watch Dogs 2 level design breakdown

Over the course of a 6-minute gameplay video, I discuss level design concepts and considerations that went into making the “Man Vs. Machine” mission in Watch Dogs 2. …


Gamasutra News

From ‘Coastal Town’ to Sapienza: Designing a Hitman level

“We used this feeling that we built a volume filled with connections, and these connections mean that you will never get lost,” Hitman creative director Christian Elverdam tells PC Gamer. …


Gamasutra News

Test Chamber – Super Mario Run’s Hardest Level

Super Mario Run only has 24 levels, but if you find each level's 15 bonus coins, you can up the number of levels from 24 to 27.

Of those three additional levels, the final bonus level is easily the most difficult. It's filled to the brim with buzz saws, only has two mushrooms, and no enemies, surprisingly. You can check out a playthrough of the level below.

For our review of Super Run, head here. For a video detailing the highs and lows of the game, head here.

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www.GameInformer.com – The Feed

Understanding Titanfall 2′s ‘action block’ level prototyping process

“We say, ‘Don’t get attached to this, because it might go nowhere, but go make something,’” Respawn boss Vince Zampella told Glixel. “Take a week, take a few days to make something fun.’” …


Gamasutra News

Come play Titanfall 2′s most interesting level with us at 3PM EST

Come find out why “Press L1 to Time Travel” may be the #1 game prompt of 2016. …


Gamasutra News

Blog: Look back, evaluate, and improve your level design

A few months ago, we hit a level design roadblock working on our game, Black The Fall. So we gathered around for a paradigm shift, or “What To Do When the Level Design Team is Stuck.” …


Gamasutra News

Take a close look at the level design of some exceptional Zelda games

The two Zelda games released on the Game Boy Color have some seminal lessons for level designers—at least, that’s what YouTube critic Mark Brown argues in his latest episode of Boss Keys. …


Gamasutra News

A ‘key’ tip about keys and doors from BioShock’s lead level designer

Former BioShock lead level designer Bill Gardner explains why you should think carefully about how players’ path to a puzzle can influence their desire (and ability) to solve it. …


Gamasutra News

Watch Gamasutra play BioShock’s first hour with level designer Bill Gardner

To commemorate the release of BioShock: The Collection this week, we sat down with lead level designer Bill Gardner to analyze the first memorable moments of BioShock. …


Gamasutra News