Learn how puzzles are designed in LIMBO by breaking down their design. Also learn how mechanics are taught. In this video I go through each puzzle from the start of Limbo and break them down into their elements. I talk about what the designers might have been thinking about when the puzzles were created. I discuss the position of objects in each puzzle and why they have been placed where they are. We discuss distances within certain puzzles, I cover edge cases and how the designers catered for them. I even talk about how the game changed in places from the original ideas.
All of this is with the goal of helping you learn level design.
Overall the video is a very in-depth look at a lot of elements that help game designers teach the core mechanics of their games to the players.
We start at the beginning and cover things like learning how to jump, learning how the game communicates you can grab something, why objects might be restricted to certain areas, how objects are placed to prevent the player from dying without warning and also how the designer can be sure the player has acquired a certain skill before certain puzzle. Animation tells are covered for several of the animation sets of the boy.
If you like game design, if you like level design or you are interested in puzzle platformers…This will be a video for you.
This video is part of a 2 part series.
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