Ideals of Design Created 20 years ago2004-05-27 01:56:14 UTC by Captain P Captain P

Created 20 years ago2004-05-27 01:56:14 UTC by Captain P Captain P

Posted 20 years ago2004-05-27 01:56:14 UTC Post #28841
Just while I was browsing trough the VERC articles pages I found this particularly interesting article:

http://collective.valve-erc.com/index.php?go=ideals

It may well mean the difference between a boring, silly level and a vivid, active environment.
Posted 20 years ago2004-05-27 05:47:18 UTC Post #28862
I recomend toddling along to Gamasutra and reading up on all the interviews and theories from valve's people :D
Posted 20 years ago2004-05-27 06:55:30 UTC Post #28870
Like the Cabal process article, wich I found very interesting and helpfull:

http://www.gamasutra.com/features/19991210/birdwell_pfv.htm
Posted 20 years ago2004-05-27 16:44:19 UTC Post #28958
Look for the "Player vocab" and "where's the design in level design.."
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