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Level Design Summit: A Visual Approach to Level Design in 'Gotham Knights'
With today's fragmentation of roles, a very common trap for level designers of all skill levels is to take refuge in a ''gameplay is king'' mentality. As a result, many designers willout of ignorance rather than lazinessmake unimaginative grayboxes that lack shape, silhouette, composition... with the belief that the art team will swoop in and just make it look great. Through an in-depth visual postmortem of the first four missions of Gotham Knights, this talk will refute this common silo mentality by examining the impact of having a strong visual direction coming from the level designer themselves, and how maintaining and negotiating it throughout the major production gates might completely change how a level looks and plays.
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