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Level Design Lesson 7: Combat Congestion and Traffic - by Raymond Benefield

Level Design Lesson 6: Incentives - by Raymond Benefield

Level Design Lesson 5: Deterrents - by Raymond Benefield

Level Design Lesson 24: Advertising - by Raymond Benefield

Level Design Lesson 23: Static Perspectives - by Raymond Benefield

Level Design Lesson 22: Rule of Thirds - by Raymond Benefield

Level Design Lesson 20: Safe Spawning - by Raymond Benefield

Level Design Lesson 19: Threat Zones - by Raymond Benefield

Level Design Lesson 18: Patience - by Raymond Benefield

Level Design Lesson 16: Innovation - by Raymond Benefield

Level Design Lesson 15: Purpose - by Raymond Benefield

Level Design Lesson 14: Essence - by Raymond Benefield

Level Design Lesson 12: Path Maps - by Raymond Benefield

Level Design Lesson 11: Smooth Spawning - by Raymond Benefield

Level Design Lesson 10: Spawn Perspectives - by Raymond Benefield

Level Design Lesson 9: Perspective Variance - by Raymond Benefield

Level Design Lesson 8: Eye Catching - by Raymond Benefield

Level Design Lesson 4: Perspectives - by Raymond Benefield

Level Design Lesson 3: Path Manipulation - by Raymond Benefield

Level Design Lesson 2: Knowledge is Power - by Raymond Benefield