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Level Design

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IGN

The Speedrun Spiral at the Heart of Resident Evil’s Spencer Mansion

The Spencer Mansion in Resident Evil is a 30-year-old design marvel, built on a spiral of progression that leads players into new areas. This design creates a sense of deep exploration and discovery within the game's environment.

IndieDB

Nail in the Coffin - Devlog #3 feature

This developer log for the game Nail in the Coffin details the structure and visual design of its in-game map, which is set in a decaying house museum formerly owned by a band. The article breaks down the first floor into three distinct areas and explains the development focus on the second area, which includes exploration, enemy encounters, puzzles, and a scripted chase. The team is currently prioritizing lighting to establish the game's mood.

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PC Gamer

Baby Steps' level design was hugely inspired by a custom map in Mirror's Edge and Japanese skateboarder Gou Miyagi: 'All of a sudden I was actually looking at and seeing the space in a way that I hadn't in a single player level in a long time'

The level design of the game Baby Steps was heavily inspired by a custom map in Mirror's Edge and Japanese skateboarder Gou Miyagi. Developer Gabe Cuzzillo explained that the focus was on creating ambiguous spaces that encourage players to find their own paths and experiment with movement.

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PC Gamer

One coder's 'winter madness project' was making the Dreamcast-era cityscapes of Crazy Taxi explorable in…

A programmer has recreated the cityscapes from the Dreamcast game Crazy Taxi, allowing players to explore them at their own pace. These recreations are part of 'noclip,' a digital museum of video game levels that uses open-source methods to render environments from various classic games.

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