Posts Tagged level design
Design Roundup #6
Posted by The Management in design on March 28, 2011

- Skynet meets the Swarm: how the Berkeley Overmind won the 2010 StarCraft AI competition – A fantastic writeup about a Starcraft tournament that pitted custom AI’s against each other.
- Misadventures in Roleplaying – The anti-walkthroughs of IT-HE are about as fun as QA nightmares can get. They’re great at exposing how games work under the hood, but they also tell some great game-stories (such as building a bridge out of corpses to reach a typically inaccessible area).
- Applying the Elements of Design and Principles of Design in Level Art – A quick, visual-aid filled tour of various level design lessons.
What Made Those Old, 2D Platformers so Great?
Posted by The Management in design on May 13, 2009

A little while ago I dug into Scary Girl for not being a very fun game. This brought up some discussion about what actually makes a good 2D platformer, so I decided to expand on the topic. Below is a list of what I see as three common aspects of many classic platforming titles. These point are not the only things that made those games great, but they’re a shared base that appears again and again.




