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Craig Perko

Level Design Analysis

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Last updated on Jun 1, 2022
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Open World Maps
28:08
Level Design: Modular Levels in Nier
46:16
Dragon Quest 11 Level Design: Opening Area
31:58
Dragon Quest 11 Level Design: Cobblestone
26:07
Dragon Quest 11 Level Design: Setting Out
11:56
Heliodor's Modular Buildings: Dragon Quest 11 Level Design
22:28
Heliodor's Design and Reusable Assets: Dragon Quest 11 Level Design
14:17
Heliodor's Bad Part: Dragon Quest 11 Level Design
18:23
Manglegrove Narrative Design: Dragon Quest XI Analysis
19:00
Rainforest Design: Manglegrove in Dragon Quest XI
13:15
First Level Design: Deliver Us The Moon
14:42
Environmental Storytelling in Deliver Us The Moon
6:27
Mulaka: Designing Wilderness Levels
20:15
Skyrim: Heightmaps and Meshes
8:46
Elea: Building Good Interior Modules
13:31
Elea: How Not To Write
18:23
Yakuza 0: Narrative Flow and Sidequests
7:21
Brütal Legend: Concept Design Yes, Level Design No
11:53
Brütal Legend: Concept Design Yes, Level Design No
11:53
Hub World Tips
14:41
Concrete Play: Level Design Basics
22:06
Breathedge: Concept Design from Life
3:38
Open World Design: Zone of Influence
24:25
Polishing Writing: Edge of Eternity
32:14
Heaven's Vault #12
26:10
Detailed Analysis: Life Is Strange 02
34:21
City Building Techniques (Watch_Dogs 2)
28:52
Manual vs Procgen
5:22
City Design: Bloodlines
15:27
Art Tricks with Cloudpunk
25:21
Designing Interior Volumes
18:39
Hardspace: Shipbreaker: A Genre
18:49
Let's Analyze Control 20: The Big Beautiful Outdoors
12:52
Light Like Control
31:16
RPG Town Design featuring Outer Worlds
20:48
Collectables: Like a Dragon and Paradise Killer
11:18
Procgen Foundations
11:24
Paradise Killer's Unique Level Design & Pickups
7:08
Citybuilding Tips featuring Gujian3
24:00
Outer Wilds Design 01: Tutorial
22:55
Outer Wilds Design 02: Puzzle Design
21:35
Cyberpunk 2077 Analysis: NPCs!
6:58
Outer Wilds Design 05: Level Design
6:52
Buying In and Losing Control
18:32
Walking Speed and the Two Second Rule
15:53
The "Vignettepunk" Microgenre (featuring Sludge Life)
15:13
03: Reusable Modules with Agents of Mayhem!
13:49
04: Off the Wall Construction featuring Agents of Mayhem
15:48
05: Custom Dungeons with Agents of Mayhem
9:22
Slog: How To Build Open World Exploration
26:50
Exploration-based Adventure Games
21:11
Variation Basics!
19:06