← Back to research notes Game Design / February 2, 2016 How to Design Game Scenes and Levels Updated October 14, 2026 Level Design Segmenting Scenes Seamless TransitionsSpecific Teleport Points Functional Level Design Level ThemesLevel Objectives (Win Conditions)Level Content Inter-Level Connectivity Linear LevelsRound-Trip LevelsSecret Levels Locking Mechanisms Common Locking Mechanisms Locking Mechanisms in Game ScenesLocking Mechanisms for NPCsPuzzlesQuests or Mini-GamesStarter Village Proper Use of Locking Mechanisms Diverse Locking MechanismsEffective KeysKeys Should Have Uses Beyond Opening Doors Share this: Share on Facebook (Opens in new window) Facebook Share on X (Opens in new window) X Share on LinkedIn (Opens in new window) LinkedIn
Artificial Intelligence / October 14, 2026 Strata Upgrade Costs and Benefits: Time Savings from GPUs, PCIe 5 and DDR5 Conditional IQ3_XXS upgrade predictions including the RTX 5090, plus historical Swift IQ2_XS costs, a standardized input/output workload, CPU-score comparison and clearly stated uncertainty. Read article: Strata Upgrade Costs and Benefits: Time Savings from GPUs, PCIe 5 and DDR5↗
Artificial Intelligence / October 14, 2026 Predicting Strata Performance: How GPU, VRAM, DDR and PCIe Affect Speed An empirical six-factor model for original IQ3_XXS, with grouped holdout validation, hardware assumptions and limits on upgrade predictions. Read article: Predicting Strata Performance: How GPU, VRAM, DDR and PCIe Affect Speed↗
Artificial Intelligence / October 14, 2026 Strata Model Benchmarks: IQ2_XS, IQ3_XXS and IQ3_S Speed, Quality and RAM Usage Nine-run Strata benchmarks on an RTX 5060 Ti 16GB and 64 GiB RAM, compared with the author’s PC, plus LiveCodeBench scores and measured memory usage. Read article: Strata Model Benchmarks: IQ2_XS, IQ3_XXS and IQ3_S Speed, Quality and RAM Usage↗