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The Making of Shovel Knight: Specter of Torment, Part 5: Fin

[quads id=10] Editor’s Note: This is a guest post from Yacht Club Games. We’re running it here as it provides a unique glimpse into how games are made. You can read Part 4 here. We’ve gone over our level design process from macro to micro—but what’s the final process to make a level feel polished and frictionless? Well, it’s not just one thing, sometimes it feels like a thousand tiny things constantly buzzing around in our brains! But polishing levels isn’t done by “feel”, it’s done by establishing and adhering…

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The Making of Shovel Knight: Specter of Torment, Part 4: The Subtle Art of Backgrounds

[quads id=10] Editor’s Note: This is a guest post from Yacht Club Games. We’re running it here as it provides a unique glimpse into how games are made. You can find Part 3 here. Finalizing a level requires that it be considered in every way. To make sure that we didn’t forget anything, we’ll take “passes” at the whole level, and then the whole game, with a specific element in mind. Pickups like Health, Gems, Darkness, and Red Skulls all got thorough passes to make sure they were balanced, but…

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The Making of Shovel Knight: Specter of Torment, Part 3: Our Favorite Secrets and More

[quads id=10] Editor’s Note: This is a guest post from Yacht Club Games. We’re running it here as it provides a unique glimpse into how games are made. You can find Part 2 here. Once a level’s rooms are all in place, the game really starts coming together. Perhaps the level is playable from start to finish, and maybe it’s fun too! But we’re not done yet. It’s at this point that the team really starts scrutinizing the level as an organic unit, then revisiting everything one sequence at a…

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The Making of Shovel Knight: Specter of Torment, Part 2: Froggy Foreshadowing

[quads id=10] Editor’s Note: This is a guest post from Yacht Club Games. We’re running it here as it provides a unique glimpse into how games are made. You can find Part 1 here. In our last chapter, we developed a strategy and scope for creating levels in Specter of Torment. We also assigned objects and mechanics to each level. So, now that we’ve got a foundation of rules and ideas to build on and a rough plan for all the levels, it’s time to actually design the specific rooms…

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The Making of Shovel Knight: Specter of Torment, Part 1: The Plan

[quads id=10] Editor’s Note: This is a guest post from Yacht Club Games. We’re running it here as it provides a unique glimpse into how games are made. Enjoy! Welcome, knowledge seekers! Over the course of Shovel Knight’s development, Yacht Club Games has received many requests to document and describe our level design process. However, it’s been challenging enough to develop games, much less write about them in an understandable and interesting way. But now that we’ve just finished up with Shovel Knight: Treasure Trove, we’ve had some time to…

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