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Session Name:

Level Design in a Day: Level Design Histories and Futures

Overview:

How can "level design" meaningfully exist as a unified discipline when the actual work of level design varies so widely between different games and developers? This talk critically assesses level design as a fragmented design practice stretched across a material history of level editors, the evolution of the level designer as an industry role, level design as a continuation of a modernist architecture program, and design as a political process. What would a "sustainable level design" look like? Attendees will gain a deep conceptual understanding of what it means to design levels, current issues in contemporary architecture, as well as methodology for critically assessing what levels mean to us -- and with these tools and language, takeaway a glimpse of several possible futures for level design as a discipline.

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  • GDC 2015
  • Robert Yang
  • Parsons / NYU
  • free content
  • Production
  • Production
  • Design
  • Design