<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Non-Linear-Design on Scholion</title><link>https://scholion.thluiz.com/tags/non-linear-design/</link><description>Recent content in Non-Linear-Design on Scholion</description><generator>Hugo -- gohugo.io</generator><language>pt-BR</language><copyright>© 2026</copyright><lastBuildDate>Fri, 11 Jan 2013 11:20:59 -0300</lastBuildDate><atom:link href="https://scholion.thluiz.com/tags/non-linear-design/index.xml" rel="self" type="application/rss+xml"/><item><title>Learning From The Masters: Level Design In The Legend Of Zelda</title><link>https://scholion.thluiz.com/notes/learning-from-the-masters-level-design-in-the-legend-of-zeld/</link><pubDate>Fri, 11 Jan 2013 11:20:59 -0300</pubDate><guid>https://scholion.thluiz.com/notes/learning-from-the-masters-level-design-in-the-legend-of-zeld/</guid><description>The article revisits the original Zelda and argues that its dungeons are carefully planned, with a mostly linear critical path, optional branches, shortcuts, and a deliberate approach to exploration.</description></item></channel></rss>