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Level Design

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The Xbox HubPositive

What is the Early Reception of Gears of War: E-Day?

Early critical reception for Gears of War: E-Day is largely positive, with reviewers praising its return to the tone and mechanics of the original trilogy, alongside improvements to combat and level design. While IGN Spain and Console Creatures awarded high scores, citing strong storytelling and atmosphere, some critics noted issues with pacing in open-ended sections and occasional technical hiccups. The game is seen as an effort to restore the series' strongest qualities rather than a complete reinvention.

Games IndustryNeutral

Duke Nukem 3D level designer Richard "Levelord" Gray dies aged 68

Richard "Levelord" Gray, a renowned level designer known for his work on Duke Nukem 3D and co-founder of Ritual Entertainment, has passed away at the age of 68. Apogee Entertainment announced his death, celebrating his significant contributions to the gaming industry, including titles like Quake: Scourge of Armagon and Sin.

Retro GamerVery positive

Doom and Gears of War creators among the developers paying tribute to legendary FPS dev Richard 'Levelord'…

Tributes are being paid to legendary FPS designer Richard 'Levelord' Gray, who passed away at age 68. Gray was known for his work on iconic titles such as Duke Nukem 3D, Quake, Half-Life: Opposing Force, and Sin, and was celebrated for his innovative level design and hidden easter eggs. Industry figures like John Romero, Cliff Bleszinski, and Scott Miller have shared fond memories of his talent and character.

Shack NewsVery negative

Legendary FPS level designer Richard 'Levelord' Gray passes away at 68

Legendary level designer Richard 'Levelord' Gray, known for his work on Duke Nukem 3D and co-founding Ritual Entertainment, has passed away at the age of 68. Gray also contributed to Quake expansions and the game SiN. His passing was mourned by industry figures like John Romero.

PC GamerVery negative

Legendary level designer Richard 'Levelord' Gray has died

Legendary level designer Richard Gray, known as 'Levelord', has passed away at the age of 68. Gray was celebrated for his significant contributions to iconic first-person shooters like Duke Nukem 3D, and also co-founded Ritual Entertainment, working on titles such as Quake: Scourge of Armagon and Sin. Tributes from industry figures highlight his talent, kindness, and lasting legacy in game development.

PC GamerNeutral

The advent of first-person shooters introduced a wild frontier of unregulated video game level packs, and it ended in a…

In the 1990s, first-person shooters saw the rise of 'level packs,' boxed products containing collections of custom levels that existed between official expansions and mods. Companies like Sunstorm Interactive created well-regarded packs for games like Duke Nukem 3D, fostering new design talent. However, the era also saw the proliferation of unauthorized and low-quality packs, leading to landmark copyright cases like Micro Star v. FormGen, which established that game mods are derivative works, ultimately leading to the decline of unregulated level packs.

Rock Paper ShotgunPositive

"Coders will never forgive me for this level": Warhammer 40,000: Boltgun 2 has a rotatable "fleshmetal" puzzle map that drove its own development team crazy

Principal designer Matt Bone discusses the challenging 'Vicious Circles' level in Warhammer 40,000: Boltgun 2, which features rotating 'fleshmetal' environments that frustrated both the coding and art teams. Bone highlights the technical hurdles of enemy navigation on moving platforms and the performance demands of animating intricate, rotating environmental art.

Rock Paper ShotgunNeutral

RetroSpace offers a huge sci-fi playground for inquisitive space janitors, but I'm not that System Shocked by the tools at your disposal

RetroSpace, an immersive sim from The Wild Gentlemen, offers a vast sci-fi playground where players act as janitors exploring a space station affected by a black hole and temporal anomalies. While the game excels in its secretive level design and world-building, the available tools and mechanics feel overly familiar and less innovative compared to its inspirations like System Shock and Prey.

Retro GamerVery positive

Hands on: Gears of War: E-Day review-in-progress: "Gears is finally back firing on cylinders – this is the series' Halo 3 ODST moment"

Gears of War: E-Day offers a compelling setting and excellent third-person gunfights, with an adaptive cover system that makes combat dynamically chaotic. The devastated city of Kalona serves as a standout feat of level design, though melee combat and some weapon balance issues are noted drawbacks. The campaign is a triumph, restoring the series to the cutting edge of shooters.

Gaming BoltVery positive

Control Resonant’s Underpass is Peak Remedy Design

The Underpass in Remedy Entertainment's Control: AWE is highlighted as a masterclass in level and narrative design, showcasing the developer's signature 'weirdness'. The environment effectively uses spatial design, shifting timelines, and environmental storytelling to create a disorienting yet compelling experience for players.

Rock Paper ShotgunPositive

"I always see it kind of like a triangle": The surprising challenge of making the perfectly-sized cave in Satisfactory expansion Core Values

The upcoming Satisfactory expansion, Core Values, presents a unique design challenge for Coffee Stain Studios: creating perfectly-sized underground caves for factory construction. Developers Emmet Burke and Torsten Gunst discuss the delicate balance between providing enough space for player creativity and maintaining the immersive feeling of exploring tunnels, while producer Julio Mendez hints at new logistics tools to overcome environmental constraints.

Gamedeveloper.comPositive

Control Resonant director lays out case for avoiding excessive 'yellow paint'

Control Resonant director Mikael Kasurinen discusses the game's deliberate choice to avoid 'yellow paint' as a signposting technique in its level design. He explains that this approach aims to make players feel more agency in exploration, rather than relying on common visual cues that can feel like handholding. The decision is framed within the context of the Control series' horror-inspired themes and the desire for players to actively interpret the game's reality.

IGNPositive

How One Crash Bandicoot Level Helped Build Naughty Dog

An early level from Crash Bandicoot served as a foundational element for Naughty Dog's cinematic level design, influencing subsequent titles like Uncharted. This initial design concept evolved into a staple for the studio's triple-A game development.

Retro GamerNegative

My least favorite Blood of Dawnwalker mission has the best writing in the whole RPG, and I never want to play it again

This article analyzes the 'Home Sweet Home' mission in The Blood of Dawnwalker, highlighting its exceptional narrative and level design despite being a frustrating dream sequence. The author praises Rebel Wolves for its poetic storytelling, which delves into the protagonist Coen's guilt and trauma, but ultimately expresses a strong aversion to replaying the mission due to its difficulty and emotional toll.

Gaming PHVery positive

Marvel’s Wolverine Review: Satisfying Combat, Evolving Boss Battles, and Enough Story to Keep Us Invested

Marvel's Wolverine delivers a satisfying experience with its brutal and evolving combat system, challenging boss battles that require learning patterns, and an engaging story that develops character relationships. While some character designs and minor visual glitches are noted, the core gameplay and environmental variety keep the experience fresh and exciting.

Gaming BoltPositive

End of Abyss Developers Discuss Level Design and World Building in New Behind-the-Scenes Trailer

Section 9 Interactive and Epic Games released a behind-the-scenes trailer for End of Abyss, detailing its level design and world-building. Developers Robin Jansson and Gustav Bunse discussed creating a fantastical yet understandable world with hidden secrets, focusing on industrial and organic elements. The action-adventure Metroidvania title is set for release on October 1st for PC, PlayStation 5, and Xbox Series X/S.

Games IndustryPositive

Remedy's Arhi Makkonen on designing the "biggest world we have ever done" for Control Resonant

Remedy Entertainment's senior level designer Arhi Makkonen discusses the significant design shifts for Control Resonant, including its expansive open-world Manhattan setting and a new focus on melee combat. He highlights the challenges and creative solutions involved in guiding players through the "biggest world we have ever done," where characters possess advanced movement abilities like wall-walking and gravity manipulation.

Gaming BoltPositive

Star Wars: Galactic Racer Is Giving Us Serious Burnout Vibes

Star Wars: Galactic Racer is showing promise in capturing the chaotic, high-speed essence of the Burnout series, thanks to former Criterion developers at Fuse Games. While it aims to be more than just a "Star Wars skin" on Burnout, its success hinges on delivering satisfying physics, impactful crashes, and engaging level design that evolves the genre.

Shack NewsPositive

Arhi Makkonen on designing a moulding and hissing New York for Control Resonant

Remedy Entertainment's Senior Level Designer, Arhi Makkonen, discusses the intricate process of designing the warped New York setting for Control Resonant. The interview highlights the challenges of integrating supernatural elements with a recognizable urban environment and the importance of level design in guiding players through complex spaces, especially with advancements like ray tracing.

GamespotNeutral

Ocarina Of Time Remake’s Map And Level Design Looks Quite Similar To The Original So Far

The upcoming remake of The Legend of Zelda: Ocarina of Time for the Nintendo Switch 2 appears to retain much of the original game's map and level design, despite updated visuals and new control additions. While Hyrule Field's minimap suggests potential for new activities, the overall scale and layout seem to closely mirror the 1998 N64 classic, reflected in its $60 digital price point.