Level Design and Churn Metrics: How to Create Levels That Retain Players!
Anastasiia Karnaukhova
Stan's Assets from KAPPS, Middle Game Designer
- When:
- 3.08.2023, 11:00–12:00
- Hall:
- Water Hall (game Design)
This presentation will consist of 5 parts: 1. I will briefly introduce the audience to the basics, terminology, and ideology of Level Design. 2. I will move on to Level Design in mobile games and, drawing on my own experience, explain what I paid attention to while working on the level design of Oregon trail: Boon Town, and what the map design ultimately influenced. 3. We will talk about Level Design in big AAA projects by companies such as Naughty Dog, Techland, IO Interactive, and Kojima Productions. 4. I will run a quick intensive on how to create a level for a linear, corridor-style playthrough and for an open world "on paper".