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We're a group of gamers, and we're always looking for new gamers to join us. Every month or so, we pick a game to play. We chat about the game together, and we record podcasts, record videos, and write essays. You can reach The Commune in the following ways: As for me, I'm Greg Livingston, but I go by Golem. I organize things around here.
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Map Design (Axiom Verge)

Recorded on Apr 22, 2016
Uploaded on May 22, 2016
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Axiom Verge's areas are all unique; some are horizontal, others are vertical; some are dense, others are linear. Each one has distinct paths. How are Axiom Verge's paths laid out, and what gives them character?

Before, we've talked about backtracking in Demon's Crest, dungeon design in Terranigma, and maze design in Realms of the Haunting. These are all key aspects of map design, especially in the Metroid tradition.
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Tags: environment
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