Andrew Butenko's profile

CGMA Level Design for Games

CGMA Level Design for Games
I decided to improve my level design skills and completed a course at CG Master Academy called Level Design for Games under the guidance of Shane Canning from UNSEEN, with extra lectures by Emilia Schatz, a Lead Level Designer at Naughty Dog. In this course I learned a lot about game level design from preparation to whitebox, layout to playtesting, we tackled each element of level design. 
This course made a strong Level Designer for me and gave me inspiration of create levels more.​​​​​​​ 
It has been a very exciting and interesting ten weeks. Thanks CG Master Academy, all the students and Shane personally. 
Each week was devoted to a certain section of level design, here are some of them.
Multiplayer Level Design
Competitive Maps | Asymmetrical vs. Symmetrical | Hot zones | Memorable spaces | Playtest (Perhaps Q&A is this) | Weapons and Ammo placement | Combat and Cover
Narrow Spaces
Rules and Regulations for Levels | Metrics | Mechanics | General Player spacing + Comfort | Flow of a mission | How much detail? | When is my level done?​​​​​​​
Narrative Design
Concentrate on story mission with a narrative that drives the player with goals and tasks | Composition and Focal Points | Balancing spaces | Dialog sequences | Cameras and Cutscenes | Mission beats and Tempo | Telling a story | Enemy intros + Spawns and Spawn Closets | Tutorials | Valves​​​​​​​
Platforming and Rhythm
Platforming | Rhythm and Timing | Re-usable mechanics | Discovery (Occlusion) | Foreshadowing | Show me, don’t Tell me |  Cameras | Affordances​​​​​​​
CGMA Level Design for Games
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CGMA Level Design for Games

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