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Episode Name:
Guiding Players Without Taking Control
Episode Description:
The best designed levels are the ones that quietly guide players and build emotion without ever feeling restrictive. But too often, we feel the need to hand-hold to ensure they can progress, without realizing we’re doing more harm than good.
In this episode, we explore how level design functions as an invisible layer of communication between developers and players by breaking down the principles that help create experiences that feel intuitive, engaging, and rewarding, without players ever realizing we were always in control.
Q?Box Round Answers
What’s the most helpful or impactful advice you ever received?
Don’t be afraid of making something simple. beginner level designer tend to over design there levels and if you look at the best games out there an you look at their base layout usually they are super simple and clear
What’s your main approach to tackling problems?
I think the key is always to break it down to the smallest section, then things are more manageable, because it could be insanely overwhelming to start some or tackle some sort of a hard problem
What game are you playing now?
Replaying Halo 2
PROMOTIONS
You can play my game for free on steam: https://store.steampowered.com/app/3971470/Rage_Quit/?curator_clanid=4777282
TIPS and ADVICE
We covered quite a bit today. Could you list 3 suggestions or tips you would recommend to indie devs based on our discussion?
- Master the 3 fundamentals
- Keep creating levels and challenge your self
- If it’s the first time you are creating a level try finding a level you really and recreate it. it will teach you a lot.
RESOURCES and LINKS
How to get in touch with Tomer Cohen
Website: https://tomerc133.myportfolio.com/
LinkedIn: https://www.linkedin.com/in/tomercohendesigner/
E-mail: tomer.c133@gmail.com
