Level design Masterclass : Theorizing before crafting
Learn how to use the level design rational design into a game production environment.
Game Design,Game Development,Gaming
Lectures -15
Duration -2.5 hours
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Course Description
This course is about giving the basic theorical tools of a level designer.
Too often level design is presented as a technical skills job only, eclipsing completly the thoughts a great level needs. Instinct is a good thing when creating a level but it needs to be ruled and improved by rationnal design. Instinct don't help explain what we did, communicate our skills or allow us to obtain the same result a second time.
All along the course we will go in deep with basic ingredients, understanding their effect onto the player's experience. More than an exhaustive list of tools, this course use real examples coming from my ten years experience into level and game design, to give practical utilities.
All along the talk we will discuss about level design into a game production framework, not an independant job working in a dark basement, alone on a game. My hope is to share my experiences and allow you to be "studio ready" when you will enter you first job, or theorize thing you were doing by instinct, allowing you to improve yourself.
Always it will be with the scope of a level designer into a real studio, into a real pipeline, with constrains, teammates and deadlines. No fancy dreams of video games. just reality.
This course is about thinking before doing.
Goals
After this course you wwill have better overview of the Level deisgn approach into a real studio.
Prerequisites
Gaming culture and open mind
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Curriculum
Check out the detailed breakdown of what’s inside the course
Introduction
3 Lectures
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Introduction 00:59 00:59
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About the speaker 03:00 03:00
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Disclaimer 04:19 04:19
Scenario of a level
7 Lectures
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Contrasts
5 Lectures
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Instructor Details
![Benoit GOMES](https://www.tutorialspoint.com/assets/profiles/966771/profile/200_3748003-1710245859.jpg)
Benoit GOMES
In the video game industry since 2012 I started as a Level designer and quickly climbed up to a lead position where I extended my responsibilities to Game design. Lastly, I'm a director in open world, driving and challenging teams to create the most compelling maps possible.
I mostly worked on racing games from small budget to AAA, from V-Rally to Test Drive Unlimited, but also tried mobile and rogue-like games.
Course Certificate
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