GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Level Design Summit: Moving Mountains: Speedy Level Creation as a Desperate Indie Dev

Edward Kay  (CEO, Creative Director, DinoBoss)

Location: Room 303, South Hall

Date: Tuesday, March 21

Time: 4:10 pm - 5:10 pm

Pass Type: All Access Pass, Summits Pass

Topic: Design

Format: Lecture

Vault Recording: Video

Audience Level: All

Creating a game as a solo indie developer requires a great deal of cunning tricks to do the work of an entire team as one person—especially when it comes to building levels.

This talk will dive deep into the development of the mountain swinging game Hang Line to explain how to extract the maximum amount of gameplay variety from a single core mechanic, and how to build levels as efficiently as possible through clever use of tools. It will cover how to create synergies between level based mechanics and how to theme levels to get them to stand out from one another.

It will also describe the necessity of creating a unique level design process when you have no other similar game to draw ideas from, and especially when you need to build all the level art for your game without any art team.


Attendees will learn how to create a level design process as the single level designer on a team, covering how to design levels around unique mechanics, and how to adapt your process for maximum efficiency using custom tools.

Intended Audience

This is for game designers or level designers on small indie teams, but the principles are applicable to all.