GAME_DESIGN

How Inside’s levels were designed via @rockpapershot

https://www.rockpapershotgun.com/2017/05/12/how-insides-levels-were-designed/ ゲーム「インサイド」のゲームデザインに関する記事です.

Visual Guide: Multiplayer Level Design via @simonschreibt

http://bobbyross.com/library/mpleveldesign マルチプレイヤーでのゲームデザインについて

How well missions use open-world space in Assassin’s Creed II via @gamastra

http://www.gamasutra.com/blogs/StanislavCostiuc/20160520/273122/How_well_missions_use_openworld_space_in_Assassins_Creed_II.php アサシンクリード 2 のミッションごとのマップの使い方

The history of the Quest Compass & its dreadful convenience

http://gamasutra.com/blogs/FelipePepe/20160412/270100/The_history_of_the_Quest_Compass__its_dreadful_convenience.php

DOOM SnapMap – Infinite Possibilities, Endless Content

https://bethesda.net/#en/events/game/doom-snapmap-infinite-possibilities-endless-content/2016/02/26/83

Understanding the Flow Channel in Game Design

http://www.gamasutra.com/blogs/ShakiraReidThomas/20151005/255196/Understanding_the_Flow_Channel_in_Game_Design.php

Hidden Symmetries of Labyrinths from Antiquity and the Middle Ages

http://www.ams.org/samplings/feature-column/fc-2015-10

1-Pixel Pac-Man

A Rational Approach To Racing Game Track Design

http://gamasutra.com/view/feature/134845/a_rational_approach_to_racing_game_.php

Game Design Deep Dive: Traffic systems in Cities: Skylines (交通システムのゲームデザイン)

http://gamasutra.com/view/news/239534/Game_Design_Deep_Dive_Traffic_systems_in_Cities_Skylines.php

"Lighting design theory for 3D games" (ゲームデザインとしてのライティング)

http://www.blog.radiator.debacle.us/2015/01/lighting-design-theory-for-3d-games.html http://www.blog.radiator.debacle.us/2015/03/lighting-theory-for-3d-games-part-2.html

Functional Lighting (ゲームデザインとしてのライティング)

http://magnarj.net/article_funclight.html

Playing Games in 360°( 360度視野の FPS ゲーム. Quake 3 の MOD ?)

Source code(ソースコード) : https://github.com/shaunlebron/blinky コメント FPS では背後や横から敵に攻撃された際に, その方向を示す UI を出します. しかし, この UI は直感的ではなくて, 具体的な方向といった意味を理解するのに慣れが必要です. 一方…

The Pac-Man Dossier

http://home.comcast.net/~jpittman2/pacman/pacmandossier.html Short Japanese memo パックマンのアルゴリズムを調査した記事です.

RIOT

Steam Greelight : Riot http://steamcommunity.com/sharedfiles/filedetails/?id=129385144

Composition in Level Design

http://www.gamasutra.com/blogs/MateuszPiaskiewicz/20140817/223513/Composition_in_Level_Design.php Short Japanese memo レベルデザインのノウハウに関する記事です.

LEVEL GENERATOR – PART I @ Umbra

http://umbragame.com/level-generator-part-i/ Short Japanese memo CryEngine を使って開発しているゲーム Umbra での ダンジョンの自動生成に関する記事.

Mirror's Edge Real Life Parkour - Go Pro 4

I am Bread - First Look

How to walk through walls using the 4th Dimension "Miegakure"

Tim Willits on id, John Carmack and game/level design

Open world map size comparsion

"Dialogue Prototype"

http://kosmonautblog.wordpress.com/2014/05/04/dialogue-prototype/

“THE DOOR PROBLEM”

http://www.lizengland.com/blog/2014/04/the-door-problem/

The city economy in Civilization

http://www.jorisdormans.nl/machinations/wiki/index.php?title=Civilization

"Fortnite Coverage Trailer" by Game Informer

http://www.gameinformer.com/b/features/archive/2014/04/09/what-is-fortnite.aspx

"A Framework for Analysis of 2D Platformer Levels"

http://games.soe.ucsc.edu/sites/default/files/smith-sandbox-08.pdf

Game Telemetry with DNA Tracking on Assassin's Creed

http://www.gamasutra.com/blogs/JonathanDankoff/20140320/213624/Game_Telemetry_with_DNA_Tracking_on_Assassins_Creed.php