Every game designer should understand Orthogonal Design
By Steve Lee (Level and Game Design)
Community Score: 50% | 97.2K views | 2y
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Patreon: https://www.patreon.com/stevelee_gamedev Discord server: https://discord.gg/geFkdZW5vp Twitter: https://twitter.com/essell2 The definition of Orthogonal Differentiation I use 12 seconds in is from here: http://virt10.itu.chalmers.se/index.php/Orthogonal_Differentiation Tactical Breach Wizards is out now on Steam (with Overwhelmingly Positive reviews)! https://store.steampowered.com/app/1043810/Tactical_Breach_Wizards/ My video on the work I did on Alba: A Wildlife Adventure: https://www.youtube.com/watch?v=TfmcQrKC8IA Harvey Smith's GDC 2003 talk on "Orthogonal Unit Differentiation" is here: https://docs.google.com/presentation/d/1Pb3TkArQNolQNUCEAJ6fz622BPEthdGZ37uXSWj1XCs Matthias Worch at GDC 2014 - Meaningful Choice in Game Level Design: https://www.youtube.com/watch?v=BEF4GVNzkUw 0:00 Intro 0:49 Defining orthogonal game design 2:11 Doom's orthogonal enemy design 4:03 Dishonored's orthogonal player ability design 4:59 Informed Simplicity 6:43 Left 4 Dead's orthogonal ene
Tags: level design, steve lee, game design, gamedev, orthogonal, enemy design, game mechanics, dishonored, doom, theory
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