This was such a great read. The article writer CLÉMENT MELENDEZ, does a fantastic job explaining some of difficulties most of us run into when creating a level. We talk a lot about the risk vs reward in our designs to the point where some us truly do not know what it really means. Now with Halo 5 Forge amongst us, we can truly pull of some amazing designs that can really pull players in, as we seen with several designs, most recently Scavenger. Give it a read, I am sure most of you will enjoy it. http://www.clement-melendez.com/portfolio/articles/push-pull/introduction/
I'll likely have Siri read this to me when I'm bored. Only reading the title I feel like the best example of good guidance through art would be Portal 2. That game is actually near flawless though.
Some of it didn't interest me much since it's geared toward single player level design. I found about the first half of it to be a really interesting read though, with most of the concepts being applicable to multi-player level design. Thanks for the link!
@a Chunk I do agree with you on the being geared towards single player gameplay. But I think that we can still apply some of the methods fully enveloping our players into the map. We have the ability to do that now with Halo 5. I've noticed that some forgers are already doing that, which is awesome.
I was mostly referring to the stuff that is used strictly in a single player setting. The things like communicating goals, and the section on UI/Cut Scenes. But yeah, a lot the information is really useful. It's well written too, so I found it to be an enjoyable read. I added it to our list of level design guides - www.forgehub.com/threads/gameplay-and-level-design.142784/