The Breakdown: Abstract Arenas
Level design can be hard. Building a level that is fun, challenging, flows well, and fits into the context of your world can be a daunting task, especially if level design isn't really your field. This week, I hope to ease your struggles by providing a method that will help you focus your design process and make you a better designer. It's called 'abstract level design', and it stems from the days of early PC first-person arena shooters like Doom, Quake, Unreal Tournament, and Heretic.