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UID:pretalx-godotcon-boston-2026-JBQVKV@talks.godotengine.org
DTSTART;TZID=EST:20260720T150000
DTEND;TZID=EST:20260720T171500
DESCRIPTION:In this workshop we will talk about an overarching structure to
  critically analyze and block out semi-linear 3D levels in Godot. We will 
 start with discussing the processes used in the Theater and Entertainment 
 industry to design sets and experiences\, and how those ideas can transfer
  directly to game design. After explaining each step we will analyze some 
 sections of levels in popular video games and discuss how each element in 
 the scene is used to push towards a goal\, how it fits within the limitati
 ons of the game\, and how it conveys the feel of the game. Afterwards\, we
  will block out a level together inside of a Godot sample project to showc
 ase how the process can work\, and participants will be encouraged to give
  input or follow along in their own project.
DTSTAMP:20260708T080741Z
LOCATION:Workshop Room 1
SUMMARY:The "Why" of 3D Level Design - Cole Szeszulski
URL:https://talks.godotengine.org/godotcon-boston-2026/talk/JBQVKV/
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