Being pretty new to photography, investing in a lens rather than a new camera didn’t instantly come to mind. I did take my first step in this direction however, buying the Canon 50mm f1.8.

IMG_3371

It’s probably one of the cheaper lenses available, but so far I really like it. It’s very light and small, which is great if want to ‘reduce’ the weight of your camera. I expect to be using it a lot for this reason.

IMG_3341

It does have some drawbacks. It’s loud when focusing, looks as cheap as it is and it produces pentagonal shaped bokeh. The last characteristic is not always desirable, but actually not very noticeable when using a large aperture.

A lot of sources on level design focus heavily on the technical aspect. Very rarely do I come across interesting videos or articles on the theory of level design. While it’s arguably way more important.

The following video’s do go into the theory and provide a couple of very useful guidelines:

A very in-depth look at several principles of level design.

 

Taking Half Life 2 as example, this video does a great job of pointing out some of the strengths of this title.

 

Another video based on Half Life 2.

 

It’s not a coincidence that games like Half Life 2 and Portal (games devloped by Valve) are used as examples. These games usually features great level design. But the principles applied in these games are also very clear and clean. Elements like the story or visual effects rarely get in the way of gameplay.