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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: 868 days 23 hours ago | News | Wii | PlayStation 2 | PC | Dev News
 
 
 

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