
Level and Interaction Design (with Nina Marotta)
Nice Games Club - a gamedev podcast!
How Do You Define a Level of Success?
The best level design is levels that you don't think about. There's a genre savviness that a lot of us develop as moviegoers. You have to decide how much to let the viewer participant use their own knowledge to help navigate this thing versus how much it might surprise and challenge them. A good level will show you without, you know, holding your hand the whole time. And I think there's something to be said about tropes in video games too. That's been a thing since my gosh, like half life, I think was the first time I encountered that. It's still something we use today.
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