exploring Zelda’s district design

It’s been long since my last article, but without further ado, let’s directly jump into it. This time I want to talk about something which is rather a culmination of my previous two articles. We talk about landmarks while discussing Outer Wilds and path identity while…


Understanding path identity

While researching for this article I found a plethora of information about Hitman’s level design. While the available content mainly talks about zoning the levels and how the game encourages/teases you to redo your missions in a more professional and suave manner, I would like to touch…


and the image of the environment

I would like to begin this journey with something that I consider to be the epitome of exploration games. Allow me to explain the premise of the game if someone hasn’t played it yet. I would try to keep this as spoiler free as…


Level design in games explored using Urban Design theories

This series definitely needs an introduction. This year marks my third year in game development. Ironically, in my third year of architecture, I decided to use everything I learnt in college, to design virtual immersive worlds rather than making concrete jungles…


Let’s talk time!

The very first ‘boss fight’ in this journey of learning game development in Unity has to be understanding Time.deltaTime. Let’s try to break it down how it’s calculated to better understand it.

Foremost, Time.deltaTime is a read-only value. This means you will never be able to set


Let’s look at some fundamentals of C# programming

Ask anyone what variables are and most of the times you will get the same analogy as the answer “think of it as a box in which you can store something” and there is no better way to explain it.

Variables store…


Let’s look at some basic movement in Unity!

Usually, one of the most crucial mechanic in most games — Movement, is something we spend most our time on when we play games. Let’s create a simple system to get input from the player in any of our four primary cardinal…


//article count - (programming, design, art)

The journey has been nearly three years long now. Graduated from an Architecture college, got a job at Ubisoft, worked on level design and level art. Contributed in a start-to-end production cycle. …

Shwetaketu Dighe

Designer, Programmer(%loading%), Artist(%loading%)

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