Art Theory

An Architectural Approach to Level Design: Creating an Art Theory for Game Worlds (and So Can You!)



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In this 2018 GDC session, Christopher Totten shows developers a process for creating their own critical approaches to the level design field, developing content, testing that content, and sharing their knowledge with the world!

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21 thoughts on “An Architectural Approach to Level Design: Creating an Art Theory for Game Worlds (and So Can You!)
  1. As an architect currently working as Level Designer in a IP game developer company, I find this lecture, as Christopher said at the beggining, inspirational. And also more relevant to the second part of the title about co-creating a theory that could be shared.

  2. Awesome talk, especially the tips on how to talk about projects under nda like an architect! Thank you for sharing your research, and for encouraging others to do the same. Newer industries, such as game development, are indeed still lacking in the documentation department. Now is the perfect time to write the original sources, which will be referenced in the future. If no-one documents and shares, the knowledge will eventually be lost forever, and that would be a shame and a great loss.

  3. This talk is a call to action about getting game designers to write books about game design for each other to learn from … The title should be changed to something that reflects this.

  4. For anyone mislead by the title of the video go watch Environment Design as Spatial Cinematography: Theory and Practice
    .
    That's what I was expecting from this.

  5. I really loved this video, I think game design is not getting enough attention and care by the dev community, we can go much deeper into it

  6. Actually the talk was not what I exspected, but I could take much more out of it than I thought, and I do not even work in the game industry. Great GDC!

  7. To everyone confused by this talk: the title is indeed misleading, the topic is not really his book (which is what the talk takes the name from, it's really good and I suggest picking it up) or level design at all but what drove him to write it and what informed his design thinking. It's a motivational talk, as he says, on how to contribute to the discourse yourself.

  8. Seems like an advertisement to buy his book. Not much about architecture in this talk except that your game should follow a concept, which really applies to making anything.

  9. Years ago when I was younger my design teacher helped me start using these theories with my levels . I'll have to check this all out again, thanks for sharing

  10. As an aspiring game designer this talk resonated with me, but I think it could have been more engaging with more visual examples of architectural theory and showing examples from games.

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