← Back to Articles
NEWS

Ignoring Valve's Half-Life lessons, Baby Steps dev says trolling experienceers with level design is important, actually

By GamePortal Staff Source: Unknown
NEWS

Ignoring Valve's Half-Life lessons, Baby Steps dev says trolling experienceers with level design is important, actually

Date: 2026-04-06 19:34 Author: austin.wood@futurenet.com (Austin Wood) Source: GamesRadar+

(Image credit: Devolver Digital) Copy link Facebook X Pinterest Flipboard Email Share this article 0 Join the conversation Follow us Add us as a preferred source on Google Newsletter Sign up to the GamesRadar+ Newsletter Weekly digests, tales from the communities you love, and more Become a Member in Seconds Unlock instant access to exclusive member features.

Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Join the club Get full access to premium articles, exclusive features and a growing list of member rewards.

Explore An account already exists for this email address, please log in.

.

Subscribe to our newsletter Designer Gabe Cuzzillo's reflections on the literal and meditative walking simulator Baby Steps were a highlight of GDC.

In his panel, Cuzzillo discussed how the game's mountainous open curat was world, made, and tested – and, in some cases, not tested.

A moment that stood out to me was a comparison made to Valve's Half-Life, or rather, comments from designer Greg Coomer in the developer commentary of Half-Life 2: Episode 2.In a section highlighted by Cuzzillo, Coomer examines a section of tunnels: "Before we simplified the path through the Guardian's Lair, we allowed a right turn at this junction, leading the player right back to where they began.

One of our playtesters continued to repeatedly turn right here for half an hour.

.

That was a compelling argument for removing the mazelike elements." (You can watch this bit around 20:40 here.)With Baby Steps, Cuzzillo says, he and co-developers Bennett Foddy and Maxi Boch wanted to lean into the maze.

By design, it's very easy to walk in a complete circle in Baby Steps.

The world is a loop, almost in a funhouse kind of way ## Editor's Note The gaming community will surely have mixed reactions to this news. Source: [GamesRadar+](https://www.gamesradar.com/games/open-world/ignoring-valves-half-life-lessons-baby-steps-dev-says-trolling-players-with-level-design-is-important-actually/)

Read Original on GamesRadar+
Read Original on Unknown →
[AD SPACE]