Level Design Saga: Creating Levels for Casual Games

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In this 2016 GDC Europe talk, King's Jeremy Kang explains how good level design is a vital pillar for King to keep their casual players engaged across hundreds of levels.

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And then you put that 1 level from time to time that is extremely hard unless you are lucky or the player buy the power ups to beat them

SamuraiMotoko
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For professionals of the sector it is a bit underwhelming. Not much information is relevant, as if he didn't want to give information or...the target was a more casual audience, pun intended XD.

BlueFrenzy
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I'm new to this area. I found this very helpful. Thank you. 👌🏽

GT
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I actually find this talk very informative. Thanks for sharing

MinhQuanNgo
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I'm a bit confused, does he design the whole interactions of the level, including what pieces get dropped pass the initial state or is it just the initial state of each level ?

HelloQro
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Level design shouldn't be "how much money this level will make" but "how much this level is fun/challenging"...



I want to become a game dev one day, but I'll never be corrupted by money, that's a secondary goal, the first is making a good game

BomberTVx
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No offense to this specific guy presenting, but wth would you talk about level design in a game with randomly generated levels that are randomly unbeatable, this being with the only objective of pushing people to put money in the game.
King is like top5 developers who are a shame to the concept of game design itself.
Seriously what the hell.

JM-vlcy
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