Here’s a breakdown how Mission design (Level Layout, Campaign Story, core Combat) can work semi-parallel to World design (Region Layout, Systemic Systems, NPCs). Shared content is a fuzzy topic though...
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Creating Open World games can be challenging. They not only have to satisfy an expected, high-quality campaign story with spectacle & flare, they also have to support return visits for a variety of situations and systemic events.
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Here's a checklist I go through when creating a new city in a gameworld. While this is city-focused, many of the concepts apply to all time eras and even those places outside of cities when civilization is involved.
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What's the right size for your Gameworld? - Part 3
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Smart ways to make gameworlds feel big - Part 2
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Ways to help your team pick and visualize the size for the playspace, Part 1!
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See what's upcoming about game design and development!
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