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Game and Level Design Pascal Luban, the General Manager of The Game design Studio, has worked on the game and level designs of many titles. Among his last major missions, he has been Creative Director on Wanted - Weapons of Fate, he has designed CTF-Tornado, the leading map of the UT3 Extreme PhysX Mod produced by Ageia and he has worked as Lead Level Designer on the world acclaimed multiplayer mode of Splinter Cell - Pandora Tomorrow and Chaos Theory. Pascal has developed tools and methods whose purpose is to rationalize the process of level design (see examples in the right box). He has also worked on game and level design audit assignments for Sony Computer Entertainment Europe and DICE.
Publications :
Multiplayer Level Design (Part I, Part II, Part III) Physics In Game : A New Gameplay Frontier
Main references :
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Click to enlarge : Tool used to fine-tune level design parameters (power-ups, enemies, etc.). This tool was used in the development of Alone In The Dark - The New Nightmare. Tool used to control the difficulty curve while building a level This tool was used for the level design of a platform game, Adiboo and Paziral's Secret. Tool used for balancing units in an RTS |