Last year at the 2016 New Zealand Game Developers Conference, two of our designers gave a presentation called "The Labyrinth: Building Pathways for Players". It is a really detailed look at how Path of Exile's Labyrinth was designed and some of the challenges they faced. We have made the presentation (complete with their speaker notes to explain it) available here as a google document.
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Grinding Gear Games
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Erasculio wrote:
This is more a guideline for what other designers should avoid than a showcase of a successful part of the game.

This talk is definitely intended to present to other developers what we found worked and didn't while making the labyrinth, and what we learned in the process.
Gameplay & Level Design
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nuveau wrote:
I'm sure GGG had to know they were creating their very own lab troll thread in posting this.
I figured people would find it interesting regardless. Hopefully the content of the talk indicates that we are paying attention to feedback.
Gameplay & Level Design
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