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Category:Level Design Patterns

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Patterns that deal with designing the physical aspects of Levels or game worlds.

Pages in category "Level Design Patterns"

The following 46 pages are in this category, out of 46 total.

A

  • Arenas

B

  • Backtracking Levels
  • Bases
  • Big Dumb Objects
  • Boss Monsters

C

  • Chargers
  • Choke Points
  • Clues
  • Conditional Passageways
  • Controllers

E

  • Environmental Effects
  • Environmental Storytelling

F

  • Flanking Routes

G

  • Galleries
  • Game World Navigation

H

  • Hiding Places

I

  • Illusion of Open Space
  • Inaccessible Areas
  • Installations
  • Invisible Walls

L

  • Landmarks
  • Laning
  • Levels

M

  • Moveable Tiles

O

  • Obstacles
  • One-Way Travel

P

  • Procedurally Generated Game Worlds
  • Props

Q

  • Quick Returns

R

  • Races
  • Reconfigurable Game Worlds
  • Resource Locations

S

  • Secret Areas
  • Shrinking Game Worlds
  • Sniper Locations
  • Spawn Points
  • Spawning
  • Strategic Locations
  • Strongholds

T

  • Territories
  • Tiles
  • Traces
  • Transport Routes
  • Traps

V

  • Vehicle Sections

W

  • Warp Zones
Retrieved from "https://gdp.cse.chalmers.se/index.php?title=Category:Level_Design_Patterns&oldid=1075"

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