Alex K (@TychoBolt) header
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Professional Senior Designer

Joined March 2014
Photo by Alex K (@TychoBolt)Photo by Alex K (@TychoBolt)Photo by Alex K (@TychoBolt)Photo by Alex K (@TychoBolt)Photo by Alex K (@TychoBolt)Photo by Alex K (@TychoBolt)Photo by Alex K (@TychoBolt)Photo by Alex K (@TychoBolt)Photo by Alex K (@TychoBolt)
Since I collect various useful tools & reading material, I'm sharing them all in one sheet that I will continuously update. Has sections on level design, accessibility, recommended reading, design tools, etc. Hope this is useful! 😀 docs.google.com/spreadsheets…
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I'll be uploading more design guides & resources frequently again, starting with a big update to the resource spreadsheet below docs.google.com/spreadsheets… I will also post this on my bluesky (and future updates) if people prefer to go there bsky.app/profile/tychobolt.b…
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Part 2 of my Multiplayer Level Design Crash Course video series. This time we focus on a guideline "Flowpath Rings" to allow you to more easily create better and well flowing map layouts. youtu.be/4gMB2isuRVs?si=JhRI…
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Here's another easy to use and effective multi-purpose design trick, the Zig Zag.
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Here's another common mistake new designers often make. They don't make their levels engaging to move through. Not considering that things like input & controlled vision variety can be the difference between a fun or unfun level to traverse.
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Updated the level design tips format to be cleaner and more bite sized. I'll be dropping several of these over the coming days, some more advanced than others. Feel free to make requests.
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Sniping & Camping can easily become a problem in your levels if not managed properly. Especially in Multiplayer games. So here's a few tips to help you prevent Sniping/Camping from getting out of control in both MP and SP levels.
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Can share another simple trick. Juniors & Students can often struggle to come up with interesting spaces or get stuck in analysis paralysis. A trick I find useful is to start with one or more focal elements & then add or remove elements until you get a solid foundation.
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I'll probably start going into some slightly more advanced topics next, unless people like these more simpler tips.
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Some common mistakes I often see LD students & juniors do are tied to breathability & flow. To not have enough space for the player to move or things that disallow good flow. This becomes more relevant in MP games. But can still apply for SP games. Here's a few examples.
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Did yet another update to my resource spreadsheet docs.google.com/spreadsheets… I will also start to go through it and do some clean up, as well as mark personal recommendations with a 🩷 symbol.
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Currently finishing up the scripts for all my Multiplayer Level Design videos, but after that I was thinking of covering Mission/Quest Design, since it tends to come up pretty frequently. Would you be interested in me covering Quest Design for various games, or something else?
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Seems like Battle Royale wasn't as popular as I thought it'd be, so I'll re-arrange the order to feature Co-Op Level Design first and talk about Melee design sooner. The next video (part 2) will feature Layouts & Flow.
What type of games & genres do you want me to cover in future entries in my Multiplayer Level Design Crash Course series? Open to any and all suggestions!
15%Battle Royale
55%Co-op (Left 4 Dead style)
28%Melee action
1%Other (Write in comments)
71 votes • Final results
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What type of games & genres do you want me to cover in future entries in my Multiplayer Level Design Crash Course series? Open to any and all suggestions!
15%Battle Royale
55%Co-op (Left 4 Dead style)
28%Melee action
1%Other (Write in comments)
71 votes • Final results
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Here's Part 1 of my Multiplayer Level Design Crash Course, focusing on the Planning step. Later parts will focus on layouts, design details, different genres & be more visual in terms of gameplay & level design. youtube.com/watch?v=d64LrK1h… Feel free to request things to cover.
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I just updated my World Design Primer with the following: Challenge Fencing Push Magnetism Biomes Let me know if there's anything more you want me to cover!
Put together a World Design primer (how to think about and design levels and worlds at the Macro scale). I tried to keep it concise while experimenting with a new format to make it easier to digest. Hope people find it useful! 😄 (Sample pages below) docs.google.com/presentation…
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Forgot how long it takes to make Tutorial videos😅 But the Crash Course in Multiplayer Level Design should be done soon:ish. Can't wait to get back to working on personal Open World projects after this as a break, before the next tutorial project (suggestions are welcome!) 😄
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Just did another sizeable update to my resource spreadsheet. nitter.cf/TychoBolt/status/11825… Will probably do some cleanup and add some more sometime soon. As usual, let me know if you have any suggestions or requests for categories to add.
Since I collect various useful tools & reading material, I'm sharing them all in one sheet that I will continuously update. Has sections on level design, accessibility, recommended reading, design tools, etc. Hope this is useful! 😀 docs.google.com/spreadsheets…
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Been pretty busy lately, but just as a status update for what I plan to finish up in January and early February: 1. Big update to the Resource Spreadsheet 2. Multiplayer Level Design Crash Course video (series?)
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Did another update to my resource spreadsheet. If you have any categories you'd like to see, requests for more links to existing categories or have suggestions for links to add, let me know! 😄
Since I collect various useful tools & reading material, I'm sharing them all in one sheet that I will continuously update. Has sections on level design, accessibility, recommended reading, design tools, etc. Hope this is useful! 😀 docs.google.com/spreadsheets…
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Finishing up on a piece on Multiplayer level design, but I'd like to cover co-op level design (L4D style or other games that don't use arena style LD) as well. Any suggestions for games like this with level design you liked (or things you didn't like)? 😄
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