Award Winning
We didn’t experience a classic “eureka” moment that signified the birth of the site, but it was close. Ken Wong, the team’s lead designer, created a piece of artwork, an image of a building in isometric view with a single figure, staring at its strange but copletely possible architecture. The image came with nonsuggestion of a game design, but it was instantly arresting and it dared us to come up with something that would be as powerful as it was. The great thing about looking at the image now is just how close it looks to the finished game. It’s incredibly satisfying, that we managed to realise the potential of that very pure idea.
Level Design
Another good solution is to give the players a chance to us their special equipment or to use the special features of your engine.

Flanking
Another good solution is to give the players a chance to us their special equipment or to use the special features of your engine.
Level Design
Another good solution is to give the players a chance to us their special equipment or to use the special features of your engine.

Imagineer Design
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Arcade vs Realistic Shooters
Arcade vs Realistic ShootersRelatedDesigning a Call of Duty LevelDesigning a Team Fortress LevelDesigning a Saints Row Level

Designing an Uncharted Level
Designing Uncharted LevelsUncharted does a great job of setting up pacing for the entire game and always working with the big picture in mind. In Uncharted 2 preproduction they created this excel doc going over all their levels ahead of time. In some of the missions...

Level Up!
Scott Rogers

Rules of Play
Katie Salen & Eric Zimmerman

Atomic Habits
James Clear

Flow
Mihaly Csikszentmihalyi

Zero to One
Peter Thiel
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Your Title Goes Here
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Your Title Goes Here
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Your Title Goes Here
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Your Title Goes Here
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Level Design
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Level Design
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Level Design
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