On single player levels, I swapped narrative sequences for combat and vice versa. Some of those spaces I designed and some I did not.
On multiplayer games, I had to retrofit maps of mine or other’s design that were built for one game mode to work with one or more other new game modes.
On multiplayer games, I had to retrofit maps of mine or other’s design that were built for one game mode to work with one or more other new game modes.
Comments
That is why it’s important to show that you understand how to solve an array of level design challenges within a playable space.
Adaptability of design intent is valuable.
Iteration is valuable.
So is production time.
#leveldesign #gamedev