For this week’s cast, I spoke with game designer and owner of the YouTube channel Game Dev Underground Tim Ruswick. Our focus was answering questions for first time game developers and students interested in the industry.

We didn’t have a structure for the cast, as it was more of a Q&A with the fans watching. If you liked this, I’m going to try and do more of them in the future with different guests.

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BOTW 3

The Legend of Zelda franchise is all about a cycle of storytelling and gameplay. There’s always Link the hero, Zelda the princess, and Ganon the bad guy. Each game gives us a lengthy adventure of dungeons, tutorials, and an annoying partner that tells us where to go. Breath of the Wild is perhaps the most drastic departure in terms of design we’ve seen from a first party Nintendo game yet, and delivered the first amazing game for the Nintendo Switch. If it wasn’t for a few nagging points, this could very well be one of my top 10 games of all time.

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Super Mario Odyssey 1 High Snobiety

I’ve already posted my review of Super Mario Odyssey and the massive disappointment it was for me, but I want to take a closer look at one area in particular. In my review, I cited that the gameplay and structure of the levels were at odds with one another, with one major exception. There was one level in Super Mario Odyssey that not only was the best designed, but it actually made the rest of the game worse by comparison, and that is certainly worthy of being studied.

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Celeste (4)

Continuing from my previous post about environmental vs. level design, it’s time to drill down further and discuss what makes a level work in a video game. When I think about good level design, regardless of the genre, there are three key aspects to discuss.

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