Nice Games Club - a gamedev podcast!

Level and Interaction Design (with Nina Marotta)

Jul 14, 2022
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1
Introduction
00:00 • 1min
2
What's Your Specialization? Level Design?
01:29 • 3min
3
How Do You Prototyping a Level?
03:59 • 3min
4
Play Tests
06:33 • 2min
5
Play Testing
08:38 • 3min
6
Performance Optimization Is a Part of the Experience, Right?
11:47 • 2min
7
How Many Levels Do You Manage Throughout the Game?
14:01 • 4min
8
Is High Moon a Support Studio?
17:41 • 2min
9
HyperX Armada 25 Gaming Monitors
19:47 • 4min
10
What a Great Career!
23:25 • 2min
11
The Story of a Level
24:56 • 3min
12
How Do You Define a Level of Success?
27:44 • 3min
13
Nice Games.club Slash Feedback
31:01 • 2min
14
The HyperX Podcast Never Happened
33:06 • 3min
15
Call of Duty AIs Are a Lot of Different Types of Enemies in the Game
35:59 • 2min
16
The Challenge of Getting New Mechanics
37:30 • 4min
17
Having a Triple-a Studio in a Game Development Environment
41:01 • 3min
18
High Moon Is a Great Place to Be and I'm Glad to Be a Part of It.
44:02 • 2min
19
Call of Duty - Level Design and Counter Design
45:59 • 3min
20
Cod Games - It's a Bigger Challenge Than Other Games
48:55 • 2min
21
Working With the Visual Art Team
50:59 • 3min
22
The Best Inspiration for Level Design Is the Littlest Things
53:47 • 4min
23
HyperX's 20th Birthday Sale
57:39 • 2min