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The Level Design Evolution of 'A Plague Tale'
Laura Mas Maury, Level Designer at Asobo Studio, talks through the evolution of A Plague Tale's Level Design. She shares some practical advice about breaking linearity or creating opportunities for the player in a narrative driven game. She bases her analysis on case studies from different levels: from action sequences to narrative driven areas. The talk shares some practical advice the Level Design Team has learned along the way. It also gives insights on the challenges of designing a " Plague 2.0 " and what the 70 people team faced creating an adventure game, as well as their main takeaways.
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