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Wasn't sure what to call this, either the phenomenon in question or whether this was truly " This video shows my mindset about cover placement while going through classical and typical level In this episode of Game Speak, I take a deep dive into what goes into Over a decade ago, Chris Perkins outlined a series of tricks he uses to make both interesting and clear battlemaps. We'll break ... To get smarter and stuff go to and sign up for Brilliant. Mini- Why do so many balanced scorecards fail? Because they don't understand that the common 4 perspectives balanced scorecard ...
A tour through the ABCs of classic fps combat encounters. I use Quake as my example, but a lot of the same ideas show up in ... This is a talk I gave at Develop Digital in 2020. It tried to dig into what a layout is silently communicating to a player and how we, ...

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Last Updated: June 14, 2026

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Map Design 101 - Problem/Solution Proximity

Map Design 101 - Problem/Solution Proximity

4,448 views • Live Report

Wasn't sure what to call this, either the phenomenon in question or whether this was truly "

Level Design Cover 101 - Placement & Mindset

Level Design Cover 101 - Placement & Mindset

38,142 views • Live Report

This video shows my mindset about cover placement while going through classical and typical level

The Art of Designing FPS Maps (Game Speak) #gamedesign #fpsgames #videogames

The Art of Designing FPS Maps (Game Speak) #gamedesign #fpsgames #videogames

5,944 views • Live Report

In this episode of Game Speak, I take a deep dive into what goes into

‘Proximity’ Design principle of Graphic Design Ep13/45 [Beginners guide to Graphic Design]

‘Proximity’ Design principle of Graphic Design Ep13/45 [Beginners guide to Graphic Design]

190,782 views • Live Report

In this video I am going to discuss the 5th key

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