The Drawing Room

GSPC Episode #18: Hub and Spokes Level Design

February 21, 2018

Game worlds and levels need to be organized. One of the most effective ways to layout a level for realism, sense of space, and fun is the "hub and spokes" design pattern. Pervasive throughout many genres of games, the guys talk about what they like about this design pattern as well as their own experience using it in games they have worked on. Additionally, the real life applications of "hub and spokes" are discussed, in regards to Disney theme parks.

Shout out to Scott Rogers and his blog, particularly for the article about Disney and game design:

Games mentioned:

Mega Man


Kingdom Come: Deliverance

Monster Hunter

Metroid Prime 3: Corruption

Prey 2 (Human Head)

Lost Within

Bioshock Infinite


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