Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 23, 2021
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Max Pears's Blog   Expert Blogs


Level Designer @CDProjektRed formally @Ubisoft, who has worked on a multitude of projects from mobile, augmented reality, indie, to triple-A.   


Twitter: @MaxPears


Expert Blogs

Posted by Max Pears on Wed, 18 Dec 2019 02:02:00 EST in Design, Art, Serious, Indie
The final part to the series where I break down a combat level I designed and explain what tools you can use to keep your combat levels engaging

Posted by Max Pears on Thu, 03 Oct 2019 10:25:00 EDT in Design, Console/PC, Serious, Indie
I am back for the second part of my Mini-Series as I talk about the next phase of building a good combat phase which is about the planning and pre-production as we talk about what to do as well as looking at my own work.

Posted by Max Pears on Wed, 14 Aug 2019 10:17:00 EDT in Design, Serious, Indie
I break down what I have learned in my career to what helps to make a strong combat space, how to create combat spaces that feel engaging and challenging. Sharing my knowledge with step by steps to aid fellow level designers.

Posted by Max Pears on Wed, 20 Mar 2019 06:42:00 EDT in Design, Production, Console/PC, Indie, Smartphone/Tablet
Shape Theory is a theory we all know apart about and we are aware of it subconsciously. Here I break down how it can be used for level design and how it is used to encourage the player to act certain ways.

Posted by Max Pears on Mon, 12 Mar 2018 10:32:00 EDT in Design, Programming, Art, Console/PC, Serious, Indie
This blog does not have any special technical advice for anyone in games but more of some friendly advice to help make development for you and your team go a little bit smoother.

Posted by Max Pears on Wed, 07 Mar 2018 09:33:00 EST in Design, Console/PC, Indie, Smartphone/Tablet
Originally posted 80lvl: I break down how devs introduce mechanics, looking into some of the common mistakes made and how to improve upon them.

Max Pears's Comments

Comment In: [Blog - 12/13/2019 - 10:12]

Fantastic article Really enjoyed this ...

Fantastic article Really enjoyed this and hearing how you combined old school and new school design, loved the diagrams as well.

Comment In: [Blog - 10/23/2018 - 05:01]

I really really did enjoy ...

I really really did enjoy this article good sir r n r nI am going to be recommending this on my podcast. I love the details you have gone here arguing for and against and its is great to see how this element has evolved through our timeline as well. ...

Comment In: [Blog - 07/30/2018 - 11:02]

Hey, just want to say ...

Hey, just want to say I really enjoyed this read and liked how you brought in some architecture to this talk. Do you have any recommendations on good architecture books

Comment In: [Blog - 07/16/2018 - 12:56]

Said it once and I ...

Said it once and I will say it again my friend great work r n r nI love that you did this just awesome job buddy seriously great work

Comment In: [Blog - 05/08/2018 - 03:58]

This is one of my ...

This is one of my fav game mechanics in a long time Love this and thank you for taking the time to write this. Grats to you and your team on a great game

Comment In: [Blog - 04/11/2018 - 09:46]

Great read Really really enjoyed ...

Great read Really really enjoyed this and found it super useful. Thank you very much