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	<title>Comments on: Continuity Level Design</title>
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	<link>http://agamesdesignblog.com/2009/03/01/continuity-level-design/</link>
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		<title>By: newton64.ca :: Down the Rabbit Hole</title>
		<link>http://agamesdesignblog.com/2009/03/01/continuity-level-design/comment-page-1/#comment-165</link>
		<dc:creator>newton64.ca :: Down the Rabbit Hole</dc:creator>
		<pubDate>Thu, 11 Jun 2009 23:04:57 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=251#comment-165</guid>
		<description>[...] slightly askew, breaking the geometric precision of the Chamber&#8217;s halls (go read what smart people have to say about guiding the player&#8217;s eye). Of course, it becomes more apparent when one [...]</description>
		<content:encoded><![CDATA[<p>[...] slightly askew, breaking the geometric precision of the Chamber&#8217;s halls (go read what smart people have to say about guiding the player&#8217;s eye). Of course, it becomes more apparent when one [...]</p>
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		<title>By: Guiding The Player&#8217;s Eye - The Quixotic Engineer</title>
		<link>http://agamesdesignblog.com/2009/03/01/continuity-level-design/comment-page-1/#comment-159</link>
		<dc:creator>Guiding The Player&#8217;s Eye - The Quixotic Engineer</dc:creator>
		<pubDate>Tue, 26 May 2009 21:51:50 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=251#comment-159</guid>
		<description>[...] As the birds take off, they fly toward a rooftop where the player can catch a glimpse of a Hunter robot stalking them. This neatly foreshadows the upcoming encounter. [...]</description>
		<content:encoded><![CDATA[<p>[...] As the birds take off, they fly toward a rooftop where the player can catch a glimpse of a Hunter robot stalking them. This neatly foreshadows the upcoming encounter. [...]</p>
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		<title>By: Scalene</title>
		<link>http://agamesdesignblog.com/2009/03/01/continuity-level-design/comment-page-1/#comment-126</link>
		<dc:creator>Scalene</dc:creator>
		<pubDate>Mon, 13 Apr 2009 02:58:20 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=251#comment-126</guid>
		<description>Cullen - I&#039;m not alone there.

Actually really interesting, and artistically, this post touches on a lot of the same principles you see in art/photography.

I also missed the first reveal of the hunter - but I&#039;ll put my theory as to why here. In the first two Half-Life games - HL2, HL2:E1, there are also birds. And yes, I looked at them the first few tomes - but there was never anything to look at. What I think happened is I just learnt that birds where simply a distraction, and so I ignored the Episode 2 birds, because I&#039;d just so recently finished the previous two games.

Just my thought.</description>
		<content:encoded><![CDATA[<p>Cullen &#8211; I&#8217;m not alone there.</p>
<p>Actually really interesting, and artistically, this post touches on a lot of the same principles you see in art/photography.</p>
<p>I also missed the first reveal of the hunter &#8211; but I&#8217;ll put my theory as to why here. In the first two Half-Life games &#8211; HL2, HL2:E1, there are also birds. And yes, I looked at them the first few tomes &#8211; but there was never anything to look at. What I think happened is I just learnt that birds where simply a distraction, and so I ignored the Episode 2 birds, because I&#8217;d just so recently finished the previous two games.</p>
<p>Just my thought.</p>
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		<title>By: Magnus Jonsson</title>
		<link>http://agamesdesignblog.com/2009/03/01/continuity-level-design/comment-page-1/#comment-40</link>
		<dc:creator>Magnus Jonsson</dc:creator>
		<pubDate>Sun, 01 Mar 2009 19:27:45 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=251#comment-40</guid>
		<description>Very interesting post. Since I&#039;m playing Mirrors Edge at the moment, it&#039;s painfully obvious how important this is. When you know your direction, I find the game to be genial. However, as soon as you don&#039;t, the experience breaks down, and becomes awfully frustrating.

I wrote something similar to this a while back, which might be an interesting read:

http://www.gnollsmustdie.com/2009/02/21/a-compositional-approach-to-strategic-game-level-design/</description>
		<content:encoded><![CDATA[<p>Very interesting post. Since I&#8217;m playing Mirrors Edge at the moment, it&#8217;s painfully obvious how important this is. When you know your direction, I find the game to be genial. However, as soon as you don&#8217;t, the experience breaks down, and becomes awfully frustrating.</p>
<p>I wrote something similar to this a while back, which might be an interesting read:</p>
<p><a href="http://www.gnollsmustdie.com/2009/02/21/a-compositional-approach-to-strategic-game-level-design/"  onclick="pageTracker._trackPageview('/outgoing/www.gnollsmustdie.com/2009/02/21/a-compositional-approach-to-strategic-game-level-design/?referer=');">http://www.gnollsmustdie.com/2009/02/21/a-compositional-approach-to-strategic-game-level-design/</a></p>
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		<title>By: Amanda</title>
		<link>http://agamesdesignblog.com/2009/03/01/continuity-level-design/comment-page-1/#comment-39</link>
		<dc:creator>Amanda</dc:creator>
		<pubDate>Sun, 01 Mar 2009 19:15:15 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=251#comment-39</guid>
		<description>Very interesting. I&#039;ve talked about leading lines myself but I think that lighting and movement is so often forgotten or overridden by art considerations.  A lot more co-operation required! :)</description>
		<content:encoded><![CDATA[<p>Very interesting. I&#8217;ve talked about leading lines myself but I think that lighting and movement is so often forgotten or overridden by art considerations.  A lot more co-operation required! <img src='http://agamesdesignblog.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Cullen</title>
		<link>http://agamesdesignblog.com/2009/03/01/continuity-level-design/comment-page-1/#comment-38</link>
		<dc:creator>Cullen</dc:creator>
		<pubDate>Sun, 01 Mar 2009 18:43:05 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=251#comment-38</guid>
		<description>I actually completely missed the first reveal of the hunter in Episode 2.</description>
		<content:encoded><![CDATA[<p>I actually completely missed the first reveal of the hunter in Episode 2.</p>
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		<title>By: The Sunday Papers &#124; Rock, Paper, Shotgun</title>
		<link>http://agamesdesignblog.com/2009/03/01/continuity-level-design/comment-page-1/#comment-35</link>
		<dc:creator>The Sunday Papers &#124; Rock, Paper, Shotgun</dc:creator>
		<pubDate>Sun, 01 Mar 2009 13:26:17 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=251#comment-35</guid>
		<description>[...] from comments threads) has been giving his blog a face-lift. First big thing is his essay on Continuity Level Design, which is a phrase he&#8217;s totally made up. There&#8217;s no stopping him. In it, with reference [...]</description>
		<content:encoded><![CDATA[<p>[...] from comments threads) has been giving his blog a face-lift. First big thing is his essay on Continuity Level Design, which is a phrase he&#8217;s totally made up. There&#8217;s no stopping him. In it, with reference [...]</p>
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