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


