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Basically what you want is a monohedral tesselation (or tiling), that is a coverage of the entire plane (assuming 2d) with a single shape where the tiles do neither overlap nor leave gaps. There are lots of shapes with which this can be done but when we introduce other constraints, usually orientation should stay the same or they should conform to a ...


1

The word you're looking for is "Pacing" for space sequencing. I don't think that you're going to find much more than blogs by designers and the occasional post mortem with a design section. Have you tried looking up syllabuses that include environment and level design to see what their reading list looks like? However, 100% of the designers I know learned ...


3

There haven't been many answers, so I'll just chip in what I can. Disclaimer: I really do not have much experience in 3D. This is from what little experience I do have. I am fairly sure UDK and many other engines use, for indoor surfaces, static meshes. They block out levels using rough polygon geometry and use these to playtest in the beginning, but then ...



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