ABSTRACT

Once the environment is nailed down, thoughts lead to level design. And while level design is important for fi guring out the fun in the gameplay, it’s also part of the more mundane requirement of fi guring out the number of hours of gameplay. Some companies, like Nihilistic, have the levels and timing synced to each other with graphic fl owcharts and timelines that line the wall of the conference room in which daily meetings are held. Others might keep this all in a wiki .