Chris McEntee - Crafting the World of Ori and the Will of the Wisps
Chris McEntee Moon Studios Lead Designer In this talk, I will break down the approach the design team at Moon Studios took for crafting the metroidvania style world of Ori and the Will of the Wisps. I will share insights into what the team did to evolve the design philosophy from the game’s predecessor, Ori and the Blind Forest, along with general game and level design insights that were gained over the course of the 4 years it took to craft the game. I will also outline lessons learned as well as potential pitfalls that not only we encountered, but others might typically encounter in their own level design, and provide examples of collaboration between art, story and design that came together to make for a better paced, more memorable overall experience. #GamesGathering #GamesGathering2021Odessa #gamedev #gamedesign #Ukraine

Making Ori and The Will of the Wisps' Best Level

Designing Radically Non-Linear Single Player Levels

The Art Of Ori and the Will of the Wisps | 4K

Ori And The Will of the Wisps Switch Analysis: Inside An 'Impossible' Port

Ori and the Will of the Wisps Is Too Good for Words

The Animation Process Of Ori & The Blind Forest

The Importance of Nothing: Using Negative Space in Level Design

Ori – A Musical Perspective with Gareth Coker

A New Gaming GPU Challenger: Bolt Graphics Takes Aim at NVIDIA

'Ori and the Will of the Wisps': Narrative Design and Visual Storytelling

The Design Evolution of Tunic | Developer Breakdown

I Tested Quicksand Myths...The Truth Is Worse Than You Think!

The World Design of Metroid Prime Remastered

Level Design Workshop: Designing Celeste

Tunic Developers React to 24 Minute World Record Speedrun

Spatial Communication in Level Design

Fast, Cheap and Flashy An Indie Art Direction Adventure

Applying 3D Level Design Skills to the 2D World of Hyper Light Drifter

An Approach to Holistic Level Design

