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

howanenvironment

howanenvironment_80lv

 

Interview with World of Level Design

World of Level Design, July 2016

Interview_Banner

 

Creating a Single-Player Combat Space

Mapcore, May 2016

CreatingACombatSpace1
CreatingACombatSpace2

CreatingACombatSpace3

 

Clever Level Design: More Than Meets The Eye

80 Level, March 2016

Clever Level Design

 

Subverting Player Expectation

Gamasutra, 80 Level, March 2016

Subvertion Player Expectation Gamasutra

Subvertion Player Expectation 80lvl

 

Single Player Level Design Pacing and Gameplay Beats

World of Level Design, August 2015

WoLDGameplayLevelDesignSeries_1

WoLDGameplayLevelDesignSeries_2

WoLDGameplayLevelDesignSeries_3

 

Seeing the World as a Level Designer

World of Level Design, April 2016

SeeingTheWorldAsALevelDesigner

 

VR Design Principles in “RIGS: Mechanized Combat League”

Gamasutra, October 2018

VR Design Principles in RIGS

 

Special Guest: Game Designers Vault

Game Designers Vault, April 2016

Game Designers Vault

 

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