Level Design through Motion

Making a particulars level isn’t really like making levels for other games. In most games, the design is ruled by spatial issues: the size and shape of spaces, routes to objectives and placement of events are paramount. In Particulars, time and motion take centre stage. I’m constantly trying to figure out how the level will change as time progresses – where each particle will move over time, and what responses that will provoke from the player.

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