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Space is not a wall: toward a less architectural level design


Maybe video game level design theory needs less focus on architecture? And maybe I'm part of the problem? My bad.

Then the (supposedly) ADVANCED level designer adopts minimalism and elegance, making efficient use of walls and verticality, to plan spaces that flow into each other. The supposed “INTERMEDIATE” level design is great for Fallout vaults, which adopt boxy grids for a clean retro bunker kit aesthetic. And the “ADVANCED” level design makes sense for Halo / Destiny multiplayer maps with sleek elegant sci-fi spaces that push constant smooth flowy movement.

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