The Holy Grail of Multiplayer Level Design: Casual and Competitive Maps
In this 2018 GDC Level Design Workshop talk, HiRez Studios Andrew Yoder describe several design processes he and his team used at HiRez since beta closed to create the levels for Paladins, a teambased FPS. Join the GDC mailing list: Follow GDC on Twitter: GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more indepth talks from our archives.
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