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Rika Lim Tutors Aspiring Game Devs About Level Design
A recap of my session at LEVEL Up KL 2020, held online that year, walking aspiring developers through the fundamentals of level design with Assassin's Creed Odyssey as the worked example. The session covered fundamentals, techniques and how iteration actually works on a big production, drawing on my years at Ubisoft Singapore, where I started on Assassin's Creed Syndicate in 2015.
The core of the talk fits in two sentences. Every element in a level has to feel like it belongs in the world, and set dressing deserves the same thought as layout. If you're placing something just for the sake of placing it, cut it.
