Every designer knows how important a Game Design Document is. It captures the game’s vision, aligns the team, and turns ideas into actionable steps. But there’s one document that quietly directs the player experience far more than most realize… On December 6th, Senior Game Designer Ostap Dovbush, with 15+ years of industry XP, including work at Ubisoft on titles such as XDefiant and Watch Dogs: Legion, returns to share how Level Design Documents are used in AAA studios to shape gameplay spaces and workflows. He’ll cover the goals of an LDD, the different types of documents you’ll encounter, how to use them properly to elevate your level design process, and how they create a cohesive and structured level design pipeline. 🗓️ December 6th – 12:00pm PST 📍 Funsmith Club Discord → https://lnkd.in/egH8_ZMN If leveling up your LD is a priority next year, this session will give you tools worth using, so don’t miss your chance to join live!
Level Design Documents in AAA Studios: Ostap Dovbush's Expert Insights
This title was summarized by AI from the post below.
I always look forward to seeing how other designers/studios lay out their design documentation. Every studio I've been at does it a bit differently with some common themes.