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Anton Heorhiiev

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Match-3 Level Design Principles

If you are reading this article, you likely have experience creating match-3 levels, or perhaps you are just starting your journey, or simply trying to understand how it works. I will try to make it interesting for everyone. It's important to note that evaluating a level as 'good' or 'bad' is subjective. It depends on the experience and mood of the evaluator. So, don't be surprised if some people think your work is good while others think it's bad – it's normal to have diametrically opposed opinions. Let's compare this process to evaluating a painting. I'll take a simplified example: Is Malevich's Black Square a good painting or a bad one? And would a level for Royal Match be good for Gardenscapes? The Plan How are levels typically created for games, like platformers or 3D shooters? They start with a […]

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Automatic difficulty adjustment in Match3 levels

Hello! My name is Anton, and I am a game designer and match3 level designer. I've been working on match3 games for over 15 years (am I considered a veteran yet? :)), participated in the creation of new games, and joined projects at various stages of their life cycle. I've accumulated a lot of experience and have some free time, so I want to start a series of articles where I will share useful information. The first topic I'd like to cover is the use of automatic difficulty adjustment in match3 levels. When we play cool (successful) match3 projects, we often encounter a situation where you can't pass a certain level for a long time, everyone remembers level 65 in Candy Crush, right? Candy Crush 65 level (old) But after a few days, or sessions, for example, you spent 5 […]

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