Set this Game in Order: Organizing Hundreds of Levels and Mechanics
In this 2018 GDC Level Design Workshop session, Nathan Fouts looks at different methods to organize level designs and mechanics including spreadsheets, folder searches, and a specialized "level-search" tool created to examine levels in his game Pig Eat Ball. Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: / official_gdc GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

▶︎
Level Design Workshop: Designing Celeste

▶︎
Designing Radically Non-Linear Single Player Levels

▶︎
Fast, Cheap and Flashy An Indie Art Direction Adventure

▶︎
6 Game Design Mistakes You MUST Avoid

▶︎
Level Design Workshop: Solving Puzzle Design

▶︎
The Art of Puzzle Design | How Game Designers Explore Ideas and Themes with Puzzles and Problems

▶︎
What SpaceX, Anthropic and OpenAI’s IPOs mean for investors

▶︎
50 Game Camera Mistakes

▶︎
Something is jamming GPS over Europe. Here's what we found

▶︎
How Rockstar fit an entire city into PlayStation 2 memory

▶︎
Narrative Sorcery: Coherent Storytelling in an Open World

▶︎
Mechanics Centric Level Design (JellyCar Worlds Devlog #5)

▶︎
Game Design Theory: A Guided Tour

▶︎
Once you see this, You’ll see Competitive Games Differently

▶︎
I Found The $200,000 Missing Lego

▶︎
The Importance of Nothing: Using Negative Space in Level Design

▶︎
The mistake every new game developer makes (Developing 2)

▶︎
I Made an Evolution Simulator (with silly little guys)

▶︎
Level Up Your Game: The Untapped Potential of Roguelikes

▶︎
