Issues #1 - How to articulate a visual language system in a level design environment https://link.medium.com/nTIeBpjfVeb pic.twitter.com/imqxzesWSB
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Issues #1 - How to articulate a visual language system in a level design environment https://link.medium.com/nTIeBpjfVeb pic.twitter.com/imqxzesWSB
Issue #2 - How to handle cover placement https://link.medium.com/8Koq3oBfVeb pic.twitter.com/O2BQDK8gfU
Issue #3 - Watch Dogs 2 — Automata - a level design retrospective.https://link.medium.com/AhffAh0fVeb
Issue #4 - Linear/Multi-path/Open-worldhttps://iuliu-cosmin-oniscu.medium.com/linear-multi-path-open-world-level-design-7ef6a6831a05 …
Issue #5 - Infusing Realism into your layoutshttps://link.medium.com/k0BJYJ8fVeb
Issue #6 - Level Design by Subdivision of Spacehttps://link.medium.com/tcW4aZdgVeb
Issue #7 - Guidance and Orientation in Open World Maps.https://link.medium.com/kQBf0BhgVeb
Issue #8 - Player Choice and Gameplay Styleshttps://link.medium.com/WG9ZicpgVeb
Issue #10 - Cover - Safety/Intel/Planning.https://link.medium.com/VaqIH7xgVeb
Issue #12 - Game-play: Challenge and Choicehttps://link.medium.com/QkkgGdJgVeb
Issue #14 - Outpost Design in Open World Game — Analysis part_01https://link.medium.com/eQil8wRgVeb
Issues #15 - Estimating Player Paths in Compound/Outpost Design.https://link.medium.com/4Uf31NWgVeb
Issue #16 - Death Stranding — Level Design Tropeshttps://link.medium.com/NqArZOZgVeb
Issue #17 - Death Stranding as a Strategy Game.https://link.medium.com/LtmRTH2gVeb
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