You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


The Number One Educational Resource for the Game Industry

Session Name:

Level Design: Lessons Learned from Age of Empires and Titan Quest


Benefit from some of the hard-earned lessons from Age of Empires and Titan Quest. This session will focus on the high-level design of levels, including goals, constraints, processes, and ownership. Successfully designing a level requires deep thought into how to maximize all the goals for the level while staying within the sometimes-severe constraints. Specific issues discussed, with some thoughts about how to address them, include gameplay, play style, topic, story, quests, pacing, performance, tech, art, budget, schedule, and fun. Learn how they all come together to create the magic.

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

  • GDC Europe 2011
  • Brian Sullivan
  • Northeastern University
  • free content
  • Game Design
  • Design