Master of The Free World Productions | Jumpcut Entertainment Network

Don’t Miss: Secrets of Mario level design from Nintendo’s Hayashida

In this classic interview, Koichi Hayashida, director of Super Mario 3D Land for the 3DS and Super Mario Galaxy 2 for the Wii, shares some of Shigeru Miyamoto’s secrets for engaging level design. …

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Black Ops III Beta Gets Level Cap Boost And New Specialist On PS4

Activision and Treyarch have added more to the ongoing Call of Duty: Black Ops III beta on PlayStation 4. If you think you’ve maxed everything out, there’s more to do now, including a new map.

The level cap has been raised to 34, which in turn gives you access to new weapons, equipment, perks, and score streaks. There’s also a new specialist available, a robot named Reaper.

Finally, the Uplink game mode has been added to the rotation. Reached the downed satellite and carry it into the enemy base. Let us know how you’re enjoying the beta.

Call of Duty: Black Ops III is due out on November 6 for Xbox One, Xbox 360, PlayStation 4, PlayStation 3, and PC.


Our Take
When Black Ops III’s setting was announced, there was some trepidation about how it might change the gameplay. I’m interested to hear from those that have reached the level cap what they think now that they’ve played. Based on my own time with it at Gamescom, it still felt very much in line with all of the things Call of Duty is known for. It didn’t suddenly become a different game. – The Feed

Get a job: Ready At Dawn is hiring an experienced Level Designer

The studio responsible for The Order: 1886 is looking to bring on experienced level designers to work alongside the art and programming teams at Ready At Dawn’s Irvine, CA headquarters. …

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Player paths in level design

A design tool from Mike Stout: “A Path can be very small or very large, depending on how you apply the concept. It can refer to small part of a single Level of your game or it could refer to a huge web.” …

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What makes Symphony of the Night’s level design so special?

Symphony’s level design, in general, has a clarity and consistency that never resurfaced with the same potency in the series since its release. …

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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. – The Feed

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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