The Internet is an odd place. Imagine a printed book without an author listed (even 'anonymous', which is a rare edge case). Imagine a non-fiction book without a clear thesis, and one stated up front.
In addition, we are overwhelmed with information and options on the Internet in ways humans with only printed material couldn't imagine. We need these things - especially theses clearly stated up front - even more. I'm not willing to read things without it - I just have too much to read and too little time.
I agree it should be easier to find, e.g. an About link in the main nav.
For others:
Core authors / editors ...
Robert Yang is the founder of this project. As an indie game developer, he is most well-known for his Radiator games about sexuality and intimacy. In the past, he also contributed levels to projects like Black Mesa Source, and conducted interviews with level designers for Rock Paper Shotgun. (https://debacle.us)
Contributors ...
Andrew Yoder has worked on Paladins and Warframe, and specializes in multiplayer social spaces and combat design.
Overview took me into the content, which has a sidebar; I scrolled to the bottom of that and found the link to the page. It took me a moment to realize it did show that info about the author/contributor.
Don't get me wrong, I understand the appeal of game jams, I just don't understand why I see it offered as a learning experience so frequently, as opposed to a practice experience.
> But if you don't know how to make a game, where does the knowledge come from?
If you're at the stage where you feel like you don't know how to make a game, you might find value in doing the exercises from the book "Challenges for Game Designers" by Brathwaite & Schreiber.
In addition to the other commenter's great point about making connections and getting exposure to different paradigms, with a tight deadline you learn how to quickly research and implement new things, and how to make quick creative decisions.
You learn when something is "good enough", and after a few jams you start to understand the holistic process of conceptualizing, actualizing, deploying and collecting feedback on games.
After a couple years, you'll find yourself more knowledgeable than the average graduate in game design, and will either discover what you'd like to specialize in, or realize you enjoy and want to be involved with the entire process.
I'm an ex game-dev, but I never did much level design. I've been thinking about it a lot recently and I'd love to see more theory on what actually makes a good level design.
[2] https//lua.org
Are they the ones you're talking about?
http://www.hourences.com (no https on the site)
Some random search results:
- https://www.tadeasjun.com/blog/2d-level-design/ mostly talks about Celeste
- GDC talk from Maddy Thorson linked from that post: https://www.youtube.com/watch?v=4RlpMhBKNr0
- previous HN post (original link seems to be dead) with links to other talks: https://news.ycombinator.com/item?id=20177157
I think about classic maps like de_dust being the Mrs Doubtfire of game level design..
I love that line
AFAIK, de_dust (and de_dust2) were hastily thrown together by a young amateur (not in a bad way) map maker, not a professional and carefully designed + user tested level.
So maybe what we need more of, are designers and developers throwing shit together with less analytics behind their choices? It does seem like the more data-driven a decision is, the safer but also more "boring" it becomes.
If you make a game based on average metrics, you get a single, average experience. If you make a game for the average player, you make a game for nobody. (Although you do seem to make a lot of money ...)
markus_zhang•2d ago
deadbabe•2d ago
Imagine a game mode where you as a player can just describe what you want while the LLM builds something fun and challenging! I think in simpler games such as Doom this should be possible already.
monkaiju•2d ago
deadbabe•2d ago
globalnode•2d ago
deadbabe•2d ago
boredemployee•2d ago
"...we (humans) could describe ..."
hyfgfh•1d ago
hexasquid•1d ago
sph•1d ago
aio2•1d ago
Cthulhu_•1d ago
Sure, it can be done. But you can already generate levels and environments generatively. How is AI going to be better at it than a person that clicks around in the Unreal editor?
nativeit•1d ago
thesuitonym•1d ago
user432678•1d ago
rochav•1d ago
blargey•1d ago
sandspar•1d ago
LinuxAmbulance•1d ago
There's nothing out there like there was for Counter-Strike 1.6.
kridsdale1•1d ago
I had a blast making levels and sharing them in BBS and FTP servers 1996-2002.
vkazanov•1d ago
krige•1d ago
quakeguy•1d ago