The Holy Grail of Multiplayer Level Design: Casual and Competitive Maps

In this 2018 GDC Level Design Workshop talk, Hi-Rez Studios’ Andrew Yoder describe several design processes he and his team used at Hi-Rez since beta closed to create the levels for Paladins, a team-based FPS. Join the GDC mailing list: Follow GDC on Twitter: GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
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