
level design lesson: in the pyramid
last month i met with charles pratt of game design advance to record a conversation that should hopefully be available for to insterested eavesdroppers sometime soon. one of the subjects we discussed is the stupifying lack of discussion, decades after people started piecing together digital games, on the art and craft of level design. a week ago, playing through satoru okada’s super mario land for the gameboy, i realized i could probably teach level design just using scenes from that game.
here’s one. this area (click here for a bigger image) appears halfway through super mario land’s stage 1-3, the third stage of the game[1]. numbers in brackets indicate footnotes, by the way.
continue->[via auntie pixelante]
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