Friday, May 23, 2025

Upcoming game dev events in Australia and New Zealand, June - August 2025

Down here in the other hemisphere, Australians and New Zealanders are approaching winter... which means it's time to leave the beach and attend some game developer events. 

I'll be participating in a few public events this season:

Lastly, if you're interested in keeping up-to-date with the Australia / New Zealand game dev community, sign up for the Indie Dev Digest newsletter by Meredith Hall. She also maintains a list of ANZ games events and a list of ANZ game funding initiatives too.

Sunday, May 11, 2025

Space is not a wall: toward a less architectural level design

(This post is adapted from my micro talk "Teaching and Rethinking Level Design" at the GDC 2025 Educators Soapbox session. That's why it mentions "students" in the slide above.)

People want to do level design. They grow up playing games like Minecraft, Roblox, Fortnite — all 3D games with 3D worlds. And to create 3D worlds, supposedly you need this thing called “level design.” Then when you search YouTube, you'll be told that level design is about implanting secret lines that "guide the player" into walking down hallways. Such is the power of ARCHITECTURE! 

But this is not how architecture works, nor how level design works. Imaginary invisible shapes cannot mind control players, and even if they could, no one needs to be mind controlled to walk down a hallway. 

No one plays games like this, but why do we think we do? What's going on here?