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	<title>Comments on: Basing Level Design on Concept Art</title>
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		<title>By: ShawnSieben</title>
		<link>http://agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/comment-page-1/#comment-185</link>
		<dc:creator>ShawnSieben</dc:creator>
		<pubDate>Mon, 13 Jul 2009 19:35:33 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=383#comment-185</guid>
		<description>@Werebadger

Concepts are initial to designing a level, but usually the concept artist is creating the look and feel of the level, and not the design. At least by what I saw in this movie clip.
Basing their design off of the picture they received, it seems like the designers aren&#039;t actually coming up with &#039;gameplay areas&#039; (levels) and are instead just planning a route that they think looks interesting off of artwork. I do the same whenever I look at MC Escher&#039;s artwork Relativity, but that doesn&#039;t mean I actually designed or created a level with gameplay in mind.</description>
		<content:encoded><![CDATA[<p>@Werebadger</p>
<p>Concepts are initial to designing a level, but usually the concept artist is creating the look and feel of the level, and not the design. At least by what I saw in this movie clip.<br />
Basing their design off of the picture they received, it seems like the designers aren&#8217;t actually coming up with &#8216;gameplay areas&#8217; (levels) and are instead just planning a route that they think looks interesting off of artwork. I do the same whenever I look at MC Escher&#8217;s artwork Relativity, but that doesn&#8217;t mean I actually designed or created a level with gameplay in mind.</p>
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		<title>By: .: WEREMSOFT :. &#187; El diario del domingo &#8211; 28 de julio de 2009</title>
		<link>http://agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/comment-page-1/#comment-175</link>
		<dc:creator>.: WEREMSOFT :. &#187; El diario del domingo &#8211; 28 de julio de 2009</dc:creator>
		<pubDate>Sun, 28 Jun 2009 08:38:50 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=383#comment-175</guid>
		<description>[...] Level design based on concept art es un artículo del sitio GameDesignBlog.com y explica la técnica utilizada para level design en el juego Damnation. LINK [...]</description>
		<content:encoded><![CDATA[<p>[...] Level design based on concept art es un artículo del sitio GameDesignBlog.com y explica la técnica utilizada para level design en el juego Damnation. LINK [...]</p>
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		<title>By: WereBadger</title>
		<link>http://agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/comment-page-1/#comment-162</link>
		<dc:creator>WereBadger</dc:creator>
		<pubDate>Wed, 03 Jun 2009 15:38:29 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=383#comment-162</guid>
		<description>Hang on I thought all games started with concept work like films do. I mean that&#039;s what a concept is something you do before you make it right?</description>
		<content:encoded><![CDATA[<p>Hang on I thought all games started with concept work like films do. I mean that&#8217;s what a concept is something you do before you make it right?</p>
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		<title>By: .: WEREMSOFT :. &#187; El diario del domingo - 20 de abril de 2009</title>
		<link>http://agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/comment-page-1/#comment-133</link>
		<dc:creator>.: WEREMSOFT :. &#187; El diario del domingo - 20 de abril de 2009</dc:creator>
		<pubDate>Sun, 19 Apr 2009 04:01:47 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=383#comment-133</guid>
		<description>[...] Un artículo acerca de como se crean niveles a partir de concept art salió en gamedesignblog.com, mostrando una entrevista con el tipo que hizo los niveles del juego Damnation. LINK [...]</description>
		<content:encoded><![CDATA[<p>[...] Un artículo acerca de como se crean niveles a partir de concept art salió en gamedesignblog.com, mostrando una entrevista con el tipo que hizo los niveles del juego Damnation. LINK [...]</p>
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		<title>By: Nodachi</title>
		<link>http://agamesdesignblog.com/2009/04/15/basing-level-design-on-concept-art/comment-page-1/#comment-131</link>
		<dc:creator>Nodachi</dc:creator>
		<pubDate>Sat, 18 Apr 2009 09:56:18 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=383#comment-131</guid>
		<description>I like the idea of this. I personally try to make it the same with mods, while i have to admit you come across certain disadvantages. You have to block the players path way more then normal with invisible walls or obstacles and whatnot.</description>
		<content:encoded><![CDATA[<p>I like the idea of this. I personally try to make it the same with mods, while i have to admit you come across certain disadvantages. You have to block the players path way more then normal with invisible walls or obstacles and whatnot.</p>
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