My other favorite Monaco developer named "Andy," producer and level designer Andy Nguyen, introduces the accessible editor used to create a campaign level unveiled in the above video. I'd tell you not to read further if you want to keep your maiden voyage with Monaco untainted, but we know Monaco makes for good reading and watching!

The designer's canvas is quickly populated with shapes and colors (without a lot of scary code) as he explains his process. Nguyen uses real-world Jimmy'z Bar in Monaco as a reference. He likens level design brainstorming to playing Family Feud, where he yells out all the concepts he immediately associates with a night club and runs with those.

With strikingly familiar icons constructed, players should begin to feel immersed in the game world. When Nguyen can't figure out what next to add, he makes sure to refer back to the real-world material. Even though he's not looking to make an exact replica of Jimmy'z, he wants to avoid horribly misplaced elements that remove the player from the feeling of immersion.

Shares Nguyen, "The editor is a big part of the design process behind Monaco. To prove the accessibility of the editor, I don't have any level design experience, so anyone can make a level if they wanted to. We want a thriving map making community, and we have a few ideas on how to keep it flourishing over time."

I'm impressed with Nguyen's editing skills; I particularly like how he turned the roof pool into... well, you'll see in the video. The ambient lighting and overall attention to detail with the levels make every video of Monaco a treat for me, even if I haven't experienced the co-op heist gameplay, yet. Needless to say, I'll be trying to meet with at least one Andy at GDC to give Monaco a spin somewhere, somehow.