60°

Jim Conrad, on level design, nostalgia, puzzles, and the test of time

Jim Conrad and Kyle Mannerberg, two of the level designers behind Tomb Raider: Anniversary, talk about what goes into a fulfilling, challenging puzzle experience, and how to best incorporate those experiences into an action/platformer design.

For more thoughts on level and puzzle design, as well as the precarious balancing-act of designing an all-new game with a nostalgic lens, Jim's insights follow the video.
Janx - contributor
Published: 739 days 22 hours ago | News | Wii | PlayStation 2 | PC | Dev News
 
 
 

Multi
Shippin' Out – Week of July 5, 2009
Multi | Article
EndSights: "Here's the rundown of games shipping out this week on all major platforms in North America."

Gaming
Gameplayer's Greatest Hits
Gaming | Article
"At gameplayer we have never pulled our punches. We've never turned a blind eye. We've never flinched under the fanboy spotlight or been froze...
About N4G
N4G is a social game news site that covers the game industry 24 hours a day, 7 days a week.
More Info... | Submit News