Articles
How Naughty Dog Created the Immersive World of The Last of Us Part II
80 level, December 2020
My section in this article starts at “Interactive Ropes System”
How Environment Layout Affects Difficulty
Gamasutra, 80 level, December 2016
Interview with World of Level Design
World of Level Design, July 2016
Creating a Single-Player Combat Space
Mapcore, May 2016
Clever Level Design: More Than Meets The Eye
80 Level, March 2016
Subverting Player Expectation
Gamasutra, 80 Level, March 2016
Single Player Level Design Pacing and Gameplay Beats
World of Level Design, August 2015
Seeing the World as a Level Designer
World of Level Design, April 2016
VR Design Principles in “RIGS: Mechanized Combat League”
Gamasutra, October 2018
Special Guest: Game Designers Vault
Game Designers Vault, April 2016