Designing radically non-linear single-player levels

Designing radically non-linear single-player levels

HomeGDCDesigning radically non-linear single-player levels
Designing radically non-linear single-player levels
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In this session from the 2019 GDC Level Design Workshop, Aubrey Serr of 12 East Games provides an overview of nonlinear design techniques in single-player sandbox levels, the special value and challenges of highly nonlinear levels, and how level designers can adapt these techniques to otherwise linear levels.

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