List of level design references: Difference between revisions
From Henry's personal library
 Created page with "= Landmarks =   * [http://level-design.org/?page_id=2261| Landmarks in leveldesign] * [https://www.nextleveldesign.org/index.php?/content/nld-originals/videogame-landmarks-and-real-life-architecture-courtney-raine-r126/| Videogame Landmarks and Real Life Architecture] - Courtney Raine * [http://tombattey.com/meaningful-geography-in-breath-of-the-wild/| Meaningful geography in breath of the wild] - Tom Battey * [https://www.gamasutra.com/view/news/385510/A_taxonomy_of_Wee..."  | 
				No edit summary  | 
				||
| Line 1: | Line 1: | ||
= Landmarks =    | = Landmarks =    | ||
* [http://level-design.org/?page_id=2261  | * [http://level-design.org/?page_id=2261 Landmarks in leveldesign]  | ||
* [https://www.nextleveldesign.org/index.php?/content/nld-originals/videogame-landmarks-and-real-life-architecture-courtney-raine-r126/  | * [https://www.nextleveldesign.org/index.php?/content/nld-originals/videogame-landmarks-and-real-life-architecture-courtney-raine-r126/ Videogame Landmarks and Real Life Architecture] - Courtney Raine  | ||
* [http://tombattey.com/meaningful-geography-in-breath-of-the-wild/  | * [http://tombattey.com/meaningful-geography-in-breath-of-the-wild/ Meaningful geography in breath of the wild] - Tom Battey  | ||
* [https://www.gamasutra.com/view/news/385510/A_taxonomy_of_Weenies_the_landmarks_that_define_Ghost_of_Tsushima.php  | * [https://www.gamasutra.com/view/news/385510/A_taxonomy_of_Weenies_the_landmarks_that_define_Ghost_of_Tsushima.php A taxonomy of Weenies: the landmarks that define Ghost of Tsushima] - Bryant Francis  | ||
* [https://www.clement-melendez.com/portfolio/articles/push-pull/mental-mapping  | * [https://www.clement-melendez.com/portfolio/articles/push-pull/mental-mapping Facilitate Mental Mapping] - Clement Melendez  | ||
* [https://www.worldofleveldesign.com/categories/level_design_tutorials/one-mistake-in-mirrors-edge.php  | * [https://www.worldofleveldesign.com/categories/level_design_tutorials/one-mistake-in-mirrors-edge.php One Level Design Mistake I Learned to Avoid From Playing "Mirror's Edge"] - World of Level Design  | ||
= Environmental storytelling =  | = Environmental storytelling =  | ||
* [https://www.gamedeveloper.com/design/environmental-storytelling  | * [https://www.gamedeveloper.com/design/environmental-storytelling Evironmental storytelling]- Bart Stewart  | ||
* [https://www.gamedeveloper.com/design/an-examination-into-environmental-storytelling  | * [https://www.gamedeveloper.com/design/an-examination-into-environmental-storytelling An Examination Into Environmental Storytelling] - Josh Bycer  | ||
* [https://fable-and-fern.com/2020/05/30/environmental-storytelling-how-to-use-a-games-environment-to-tell-a-story/  | * [https://fable-and-fern.com/2020/05/30/environmental-storytelling-how-to-use-a-games-environment-to-tell-a-story/ How to use a game's level design to tell a story] - Fern  | ||
* [https://www.thegamer.com/how-arkane-studios-prey-perfects-the-art-of-environmental-storytelling/  | * [https://www.thegamer.com/how-arkane-studios-prey-perfects-the-art-of-environmental-storytelling/ How Arkane Studios' Prey Perfects The Art Of Environmental Storytelling] - Jade King  | ||
* [https://literallygames.wordpress.com/2016/06/06/dabble-in-design-until-dawn-and-environmental-storytelling/  | * [https://literallygames.wordpress.com/2016/06/06/dabble-in-design-until-dawn-and-environmental-storytelling/ Dabble in Design: Until Dawn and Environmental Storytelling] - Michael Hancock  | ||
* [https://www.thepunkwriter.com/article/a-visual-feast-learning-the-movements-of-environmental-storytelling-for-video-games  | * [https://www.thepunkwriter.com/article/a-visual-feast-learning-the-movements-of-environmental-storytelling-for-video-games A Visual Feast: Learning the Movements of Environmental Storytelling] - Nick Jones  | ||
* [https://remptongames.com/2018/11/24/what-you-give-is-what-you-get-environmental-storytelling-in-games/  | * [https://remptongames.com/2018/11/24/what-you-give-is-what-you-get-environmental-storytelling-in-games/ What you Give is What you Get: Environmental Storytelling in Games] - Caleb Compton  | ||
* [https://www.forbes.com/sites/paultassi/2020/05/05/destiny-2-is-finally-doing-solid-environmental-storytelling-but-everyone-is-missing-it/?sh=e20db2e4cbdf  | * [https://www.forbes.com/sites/paultassi/2020/05/05/destiny-2-is-finally-doing-solid-environmental-storytelling-but-everyone-is-missing-it/?sh=e20db2e4cbdf ‘Destiny 2’ Is Finally Doing Solid Environmental Storytelling, But Everyone Is Missing It] - Paul Tassi  | ||
* [https://andrewyoderdesign.blog/2015/09/24/environmental-storytelling-and-gone-home/  | * [https://andrewyoderdesign.blog/2015/09/24/environmental-storytelling-and-gone-home/ Environmental Storytelling and Gone Home] - Adrew Yoder  | ||
* [https://www.jethrojongeneel.com/articles/T4.php  | * [https://www.jethrojongeneel.com/articles/T4.php Environmental Storytelling in Games] - Jethro Jongeneel  | ||
* [https://coding.degree/environmental-storytelling-tutorial/  | * [https://coding.degree/environmental-storytelling-tutorial/ Level Design: Enhance Games with Environmental Storytelling] - Prakash Gautam  | ||
* [https://www.gamesradar.com/dishonored-got-it-right-order-got-it-wrong-best-and-worst-environmental-storytelling/  | * [https://www.gamesradar.com/dishonored-got-it-right-order-got-it-wrong-best-and-worst-environmental-storytelling/ Dishonored got it right, The Order got it wrong] - Ashley Reed  | ||
* [https://www.youtube.com/watch?v=RwlnCn2EB9o  | * [https://www.youtube.com/watch?v=RwlnCn2EB9o How Level Design Can Tell a Story] - Game Maker's Toolkit  | ||
* [https://www.youtube.com/watch?v=oXZTz3oR30A  | * [https://www.youtube.com/watch?v=oXZTz3oR30A Environmental Narrative: Telling Stories in Spaces Without Saying Anything Aloud] - Laura E. Hall  | ||
* [https://www.youtube.com/watch?v=a2oREGSkFgM  | * [https://www.youtube.com/watch?v=a2oREGSkFgM The Art of Dear Esther – Building an Environment to tell a Story] - Robert Briscoe  | ||
* [https://www.youtube.com/watch?v=VBJ9uEpvaDA  | * [https://www.youtube.com/watch?v=VBJ9uEpvaDA Environmental Storytelling, a Bloodborne Crash Course] - Lux Noctis  | ||
* [https://www.youtube.com/watch?v=xiIrJy0LSEI  | * [https://www.youtube.com/watch?v=xiIrJy0LSEI In Level Storytelling - 7 Level Design Tips] - Art of level design  | ||
* [https://www.youtube.com/watch?v=yrl1JD-LO78  | * [https://www.youtube.com/watch?v=yrl1JD-LO78 Intro to Environmental Storytelling  Video Game Design] - The last bacon  | ||
* [https://www.gdcvault.com/play/1023388/Advanced-Environmental-Storytelling-in-Spider  | * [https://www.gdcvault.com/play/1023388/Advanced-Environmental-Storytelling-in-Spider Advanced Environmental Storytelling in 'Spider: Rite of the Shrouded Moon'] - Randy Smith  | ||
* [https://slidetodoc.com/level-design-workshop-what-happened-here-environmental-storytelling/  | * [https://slidetodoc.com/level-design-workshop-what-happened-here-environmental-storytelling/ What Happened Here? Environmental Storytelling] - Matthias Worch  | ||
= Guiding the player in the level =  | = Guiding the player in the level =  | ||
* [https://gamedevacademy.org/guide-players-game-design-tutorial/  | * [https://gamedevacademy.org/guide-players-game-design-tutorial/ How to Guide Players through Games – Game Design Tips] - Lindsay Schardon  | ||
* [https://www.gamedeveloper.com/design/level-design-tips-and-tricks  | * [https://www.gamedeveloper.com/design/level-design-tips-and-tricks Level Design Tips and Tricks] - Tom Pugh  | ||
* [https://www.gdcvault.com/play/1025179/Level-Design-Workshop-Invisible-Intuition  | * [https://www.gdcvault.com/play/1025179/Level-Design-Workshop-Invisible-Intuition Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips to Guide Players and Set the Mood] - David Shaver, Robert Yang  | ||
* [https://www.thegamer.com/uncharted-the-lost-legacy-level-design/  | * [https://www.thegamer.com/uncharted-the-lost-legacy-level-design/ Uncharted: The Lost Legacy's Rooftop Chase Is An Example Of Perfect Level Design] - Issy Van der Velde  | ||
* [https://www.reddit.com/r/truegaming/comments/d0af4l/my_problem_with_classic_90s_fps_getting_lost/  | * [https://www.reddit.com/r/truegaming/comments/d0af4l/my_problem_with_classic_90s_fps_getting_lost/ My problem with classic 90s FPS - Getting Lost] - Reddit user  | ||
* [https://80.lv/articles/dealing-with-navigation-players-behavior/  | * [https://80.lv/articles/dealing-with-navigation-players-behavior/ Dealing With Navigation & Players’ Behavior] - David Shaver  | ||
* [https://book.leveldesignbook.com/process/blockout/wayfinding  | * [https://book.leveldesignbook.com/process/blockout/wayfinding Wayfinding: player navigation, how to "guide" the player through a level] - Open Source, many authors  | ||
* [https://www.gamedeveloper.com/design/level-design-tricks-of-the-trade  | * [https://www.gamedeveloper.com/design/level-design-tricks-of-the-trade Level design: Tricks of the trade] - Jonathon Wilson  | ||
* [https://medium.com/@abhishekiyer_25378/how-the-uncharted-games-implement-player-navigation-8a6d12733de0  | * [https://medium.com/@abhishekiyer_25378/how-the-uncharted-games-implement-player-navigation-8a6d12733de0 How the Uncharted games implement player navigation] - Abhishek Iyer  | ||
* [https://www.youtube.com/watch?v=xEJfn_WF5xs  | * [https://www.youtube.com/watch?v=xEJfn_WF5xs The Ingenuity in Ghost of Tsushima's Guiding wind] - Player's Narrative  | ||
* [https://www.polygon.com/ghost-of-tsushima-guide/21311855/how-to-use-the-guiding-wind-technique-points  | * [https://www.polygon.com/ghost-of-tsushima-guide/21311855/how-to-use-the-guiding-wind-technique-points Ghost of Tsushima guide: How to use the Guiding Wind] - Jeff Ramos  | ||
= Architecture and design =  | = Architecture and design =  | ||
* [https://www.youtube.com/watch?v=WWXsmnlmADc  | * [https://www.youtube.com/watch?v=WWXsmnlmADc Interior Design and Environment Art: Mastering Space, Mastering Place] - Dan Cox  | ||
* [https://www.youtube.com/watch?v=XW7KvppTspc  | * [https://www.youtube.com/watch?v=XW7KvppTspc Level Design Workshop: Architecture in Level Design] - Claire Hosking    | ||
* [https://www.youtube.com/watch?v=Sco0iou_q1E  | * [https://www.youtube.com/watch?v=Sco0iou_q1E An Architectural Approach to Level Design: Creating an Art Theory for Game Worlds (and So Can You!)] - Christopher Totten  | ||
* [https://www.youtube.com/watch?v=58WUEtoAlSw  | * [https://www.youtube.com/watch?v=58WUEtoAlSw Level Design in a Day: Level Design Histories and Futures] - Robert Yang  | ||
* [https://80.lv/articles/learning-lighting-for-video-games/  | * [https://80.lv/articles/learning-lighting-for-video-games/ Learning Lighting for Video Games] - Gabe Betancourt  | ||
* [https://web.archive.org/web/20121013073239/http://keenleveldesign.com/html/misc/lightingtutorial1.htm  | * [https://web.archive.org/web/20121013073239/http://keenleveldesign.com/html/misc/lightingtutorial1.htm The Theory of Lighting] - Commander Keen (wayback machine)  | ||
= Procedural world generation =  | = Procedural world generation =  | ||
* [https://www.youtube.com/watch?v=EXnoHTqO7TE  | * [https://www.youtube.com/watch?v=EXnoHTqO7TE Procedural world generation in path of exile]  | ||
= Scale and proportion =  | = Scale and proportion =  | ||
* [https://www.youtube.com/watch?v=FMzQ8YgRGu8  | * [https://www.youtube.com/watch?v=FMzQ8YgRGu8 Level Design: Scaling and Best Practices] - Epic Games  | ||
* [https://www.gamedeveloper.com/design/gdc-2002-realistic-level-design-in-i-max-payne-i-  | * [https://www.gamedeveloper.com/design/gdc-2002-realistic-level-design-in-i-max-payne-i- GDC 2002: Realistic Level Design in Max Payne] - Remedy Entertainment  | ||
* [https://www.youtube.com/watch?v=rsxKK_fBZvE&t=6585s  | * [https://www.youtube.com/watch?v=rsxKK_fBZvE&t=6585s Level Design Principles and Whiteboxing] - Scott Morin  | ||
* [https://www.youtube.com/watch?v=oPcHUqA0DR8  | * [https://www.youtube.com/watch?v=oPcHUqA0DR8 UE4: Guide to Player Scale and World/Architecture Dimensions Tutorial] - World of level design  | ||
* [https://book.leveldesignbook.com/process/blockout/metrics  | * [https://book.leveldesignbook.com/process/blockout/metrics Metrics: The proportions and distances of the level, how big the level feels] - Open source, many authors  | ||
* [https://blackshellmedia.com/2017/01/17/importance-small-scale-fps-level-design-mainstream-development/  | * [https://blackshellmedia.com/2017/01/17/importance-small-scale-fps-level-design-mainstream-development/ Importance of Small Scale FPS Level Design – Mainstream Development] - Alex Cicala  | ||
* [https://www.youtube.com/watch?v=tw6NhwMuwew  | * [https://www.youtube.com/watch?v=tw6NhwMuwew Real scale doesn't work in games] - Nikolay Shamaev  | ||
* [https://www.gamedeveloper.com/design/design-tips-in-game-proportions-and-scale  | * [https://www.gamedeveloper.com/design/design-tips-in-game-proportions-and-scale Design Tips: In-Game Proportions and Scale] - Yuriy Sivers  | ||
= Level design for multiplayer =  | = Level design for multiplayer =  | ||
* [https://www.youtube.com/watch?v=PxpjRuATxKE  | * [https://www.youtube.com/watch?v=PxpjRuATxKE Singleplayer vs. Multiplayer Level Design: A Paradigm Shift] - Elisabeth Beinke-Schwartz  | ||
* [https://www.youtube.com/watch?v=NhMDTxnzQuA  | * [https://www.youtube.com/watch?v=NhMDTxnzQuA The Holy Grail of Multiplayer Level Design: Casual and Competitive Maps] - Andrew Yoder  | ||
* [https://medium.com/ironequal/practical-guide-on-first-person-level-design-e187e45c744c  | * [https://medium.com/ironequal/practical-guide-on-first-person-level-design-e187e45c744c Practical guide on first person level design] - IronEqual  | ||
* [https://sudonull.com/post/71775-Analysis-of-level-schemes-to-improve-multiplayer-shooters  | * [https://sudonull.com/post/71775-Analysis-of-level-schemes-to-improve-multiplayer-shooters Analysis of level schemes to improve multiplayer shooters] - Curtis Gaut  | ||
* [https://www.gamedeveloper.com/design/multiplayer-level-design-in-depth-part-1-the-specific-constraints-of-multiplayer-level-design  | * [https://www.gamedeveloper.com/design/multiplayer-level-design-in-depth-part-1-the-specific-constraints-of-multiplayer-level-design Multiplayer Level Design In-Depth, Part 1: The Specific Constraints of Multiplayer Level Design] - Pascal Luban  | ||
* [https://www.gdcvault.com/play/1021868/Community-Level-Design-for-Competitive  | * [https://www.gdcvault.com/play/1021868/Community-Level-Design-for-Competitive Community Level Design for Competitive CS:GO] - Shawn Snelling, Salvatore Garozzo  | ||
* [https://fat-studios.medium.com/what-makes-a-good-multiplayer-level-d604de3385dd  | * [https://fat-studios.medium.com/what-makes-a-good-multiplayer-level-d604de3385dd What makes a good multiplayer level?] - Gavin Annand  | ||
* [https://sassybot.com/thomas/  | * [https://sassybot.com/thomas/ Multiplayer level design] - Thomas Buijtenweg  | ||
* [https://www.youtube.com/watch?v=4DynhzEQtog  | * [https://www.youtube.com/watch?v=4DynhzEQtog Overwatch and Asymmetric Level Design - What Makes the Maps Fun?] - Extra Credits  | ||
* [https://www.youtube.com/watch?v=Sq8upPdpn-w  | * [https://www.youtube.com/watch?v=Sq8upPdpn-w Blizzard's Aaron Keller Breaks Down Overwatch Map Design] - Ars Technica  | ||
* [https://www.gamedeveloper.com/design/a-cs-go-level-design-concept-the-pathways  | * [https://www.gamedeveloper.com/design/a-cs-go-level-design-concept-the-pathways A CS:GO Level Design concept : the pathways] - Enzo Menegazzi  | ||
* [https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811  | * [https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811 The dos and don’ts of CS:GO level design] - Exodus  | ||
* [https://docs.unrealengine.com/udk/Three/GearsMultiplayerMapTheory.html  | * [https://docs.unrealengine.com/udk/Three/GearsMultiplayerMapTheory.html Multiplayer Map Theory (Gears of War)] - Epic Games  | ||
* [https://www.gamedeveloper.com/design/deathmatch-map-design-the-architecture-of-flow  | * [https://www.gamedeveloper.com/design/deathmatch-map-design-the-architecture-of-flow Deathmatch Map Design: The Architecture of Flow] - Game Developer staff  | ||
= Assorted =  | = Assorted =  | ||
* [https://www.youtube.com/watch?v=GZ99gAb4T0o  | * [https://www.youtube.com/watch?v=GZ99gAb4T0o The importance of nothing: Using negative space in level design] - Jim Brown  | ||
* [https://www.gamedeveloper.com/design/learning-from-the-masters-level-design-in-i-the-legend-of-zelda-i-  | * [https://www.gamedeveloper.com/design/learning-from-the-masters-level-design-in-i-the-legend-of-zelda-i- Learning From The Masters: Level Design In The Legend Of Zelda] - Mike Stout  | ||
* [https://www.blog.radiator.debacle.us/2017/10/open-world-level-design-spatial.html  | * [https://www.blog.radiator.debacle.us/2017/10/open-world-level-design-spatial.html Open world level design: spatial composition and flow in Breath of the Wild] - Radiator Blog  | ||
* [https://www.polygon.com/2017/10/3/16412614/legend-of-zelda-breath-of-the-wild-development-game-design  | * [https://www.polygon.com/2017/10/3/16412614/legend-of-zelda-breath-of-the-wild-development-game-design Breath of the Wild’s brilliant game design, explained] - Allegra Frank  | ||
* [https://www.youtube.com/watch?v=vYNIW0k8m54  | * [https://www.youtube.com/watch?v=vYNIW0k8m54 Legend Of Zelda Study : Level Design] - TheCGMaster  | ||
* [https://www.youtube.com/watch?v=GudeeRVNo5U  | * [https://www.youtube.com/watch?v=GudeeRVNo5U The Legend of Zelda: Breath of the Wild's dungeon design] - Game Maker Toolkit  | ||
* [https://www.youtube.com/watch?v=pwHqY_4nsJ4  | * [https://www.youtube.com/watch?v=pwHqY_4nsJ4 How Zelda's Puzzle Box Dungeons Work] - Game Maker Toolkit  | ||
* [https://www.gamedeveloper.com/design/depicting-the-level-design-of-a-legend-of-zelda-dungeon  | * [https://www.gamedeveloper.com/design/depicting-the-level-design-of-a-legend-of-zelda-dungeon Depicting the Level Design of a Legend of Zelda Dungeon] - Salim Larochelle  | ||
* [https://www.gamedeveloper.com/design/the-door-problem-of-combat-design  | * [https://www.gamedeveloper.com/design/the-door-problem-of-combat-design The Door Problem of Combat Design] - Andrew Yoder  | ||
* [https://www.gamedeveloper.com/design/designing-better-levels-through-human-survival-instincts  | * [https://www.gamedeveloper.com/design/designing-better-levels-through-human-survival-instincts Designing Better Levels Through Human Survival Instincts] - Christoper Totten  | ||
= Platform Games =  | = Platform Games =  | ||
* [https://www.gamedeveloper.com/design/level-design-patterns-in-2d-games  | * [https://www.gamedeveloper.com/design/level-design-patterns-in-2d-games Level Design Patterns in 2D Games] - Ahmed Khalifa  | ||
* [https://www.gamedeveloper.com/design/planes-of-vulnerability-in-commander-keen-5  | * [https://www.gamedeveloper.com/design/planes-of-vulnerability-in-commander-keen-5 Planes of vulnerability in Commander Keen 5] - Pieter Smal  | ||
* [https://www.gamedeveloper.com/design/rational-design-the-core-of-i-rayman-origins-i-  | * [https://www.gamedeveloper.com/design/rational-design-the-core-of-i-rayman-origins-i- Rational Design: The Core of Rayman Origins] - Chris McEntee  | ||
* [https://www.youtube.com/watch?v=nYxHMZX6lN8  | * [https://www.youtube.com/watch?v=nYxHMZX6lN8 How Mega Man 11's Levels Do More With Less] - Game Maker's Toolkit  | ||
* [https://www.youtube.com/watch?v=nn2MXwplMZA  | * [https://www.youtube.com/watch?v=nn2MXwplMZA The World Design of Super Metroid] - Game Maker's Toolkit  | ||
* [https://www.youtube.com/watch?v=ce8cum_mnKA  | * [https://www.youtube.com/watch?v=ce8cum_mnKA How To Level Design in 2D Platformers] - Let's Talk Game Design  | ||
* [https://medium.com/swlh/how-to-design-breathtaking-2d-platformer-levels-e8a261cdac93  | * [https://medium.com/swlh/how-to-design-breathtaking-2d-platformer-levels-e8a261cdac93 How to Design Breathtaking 2D Platformer Levels] - Tadeas Salvatore Jun  | ||
* [https://developer.amazon.com/blogs/appstore/post/a08b3316-4fdc-400b-884d-1ada24b485c1/designing-fun-platforming-levels-tips-and-best-practices  | * [https://developer.amazon.com/blogs/appstore/post/a08b3316-4fdc-400b-884d-1ada24b485c1/designing-fun-platforming-levels-tips-and-best-practices Designing Fun Platforming Levels: Tips and Best Practices] - Alejandro Hitti  | ||
* [https://www.youtube.com/watch?v=ACJkckXi0ns  | * [https://www.youtube.com/watch?v=ACJkckXi0ns How are the puzzles constructed in LIMBO?] - Game Design with Michael  | ||
* [https://www.youtube.com/watch?v=e7OrxrRAjtc  | * [https://www.youtube.com/watch?v=e7OrxrRAjtc Dissecting Design -- Super Meat Boy's Platforming Greatness] - Game Wisdom  | ||
* [https://www.youtube.com/watch?v=JeSvCmaZUjA  | * [https://www.youtube.com/watch?v=JeSvCmaZUjA Good Game Design - Super Meat Boy: Motivational Punishment] - Snowman Gaming  | ||
* [https://www.youtube.com/watch?v=6IYa-hjkUrs  | * [https://www.youtube.com/watch?v=6IYa-hjkUrs Hollow Knight Review  Analysis on Game, Sound, Level Design and Cohesion] - dragnerz  | ||
* [https://www.youtube.com/watch?v=7ITtPPE-pXE  | * [https://www.youtube.com/watch?v=7ITtPPE-pXE The World Design of Hollow Knight] - Gamer Maker's Toolkit  | ||
= Books =  | = Books =  | ||
* [https://www.amazon.com/Game-Balance-Brenda-Romero/dp/1498799574  | * [https://www.amazon.com/Game-Balance-Brenda-Romero/dp/1498799574 Game Balance] - Ian Schreiber, Brenda Romero  | ||
* [https://www.amazon.com/Architectural-Approach-Level-Design-Second/dp/081536136X/ref=sr_1_1?dchild=1&keywords=level+design&qid=1632693392&s=books&sr=1-1  | * [https://www.amazon.com/Architectural-Approach-Level-Design-Second/dp/081536136X/ref=sr_1_1?dchild=1&keywords=level+design&qid=1632693392&s=books&sr=1-1 Architectural Approach to Level Design] - Christopher W. Totten  | ||
* [https://www.amazon.com/Level-Design-Experiences-Christopher-Totten/dp/1138628808/ref=sr_1_5?dchild=1&keywords=level+design&qid=1632694954&s=books&sr=1-5  | * [https://www.amazon.com/Level-Design-Experiences-Christopher-Totten/dp/1138628808/ref=sr_1_5?dchild=1&keywords=level+design&qid=1632694954&s=books&sr=1-5 Level Design: Processes and Experiences] - Christopher W. Totten  | ||
* [https://www.amazon.com/Preproduction-Blueprint-Environments-Level-Designs/dp/1539103188/ref=pd_sbs_1/142-7898999-7592402?pd_rd_w=dDyt2&pf_rd_p=3676f086-9496-4fd7-8490-77cf7f43f846&pf_rd_r=MB17XYEJJK1DG0TEF7GK&pd_rd_r=0236558c-42ff-45a9-b90d-31abc4fb1549&pd_rd_wg=uL0XS&pd_rd_i=1539103188&psc=1  | * [https://www.amazon.com/Preproduction-Blueprint-Environments-Level-Designs/dp/1539103188/ref=pd_sbs_1/142-7898999-7592402?pd_rd_w=dDyt2&pf_rd_p=3676f086-9496-4fd7-8490-77cf7f43f846&pf_rd_r=MB17XYEJJK1DG0TEF7GK&pd_rd_r=0236558c-42ff-45a9-b90d-31abc4fb1549&pd_rd_wg=uL0XS&pd_rd_i=1539103188&psc=1 Preproduction Blueprint: How to Plan Game Environments and Level Designs] - Alex Galuzin  | ||
* [https://www.amazon.com/Game-Development-Essentials-Level-Design/dp/1401878644/ref=sr_1_9?dchild=1&keywords=level+design&qid=1632694498&s=books&sr=1-9  | * [https://www.amazon.com/Game-Development-Essentials-Level-Design/dp/1401878644/ref=sr_1_9?dchild=1&keywords=level+design&qid=1632694498&s=books&sr=1-9 Game Development Essentials: Game Level Design] - Jeannie Novak, Travis Castillo  | ||
* [https://www.amazon.com/Mastering-Unreal-Technology-Level-Design/dp/0672326922/ref=sr_1_8?dchild=1&keywords=level+design&qid=1632694498&s=books&sr=1-8  | * [https://www.amazon.com/Mastering-Unreal-Technology-Level-Design/dp/0672326922/ref=sr_1_8?dchild=1&keywords=level+design&qid=1632694498&s=books&sr=1-8 Mastering Unreal Technology: The Art of Level Design] - Jason Busby  | ||
* [https://www.amazon.com/Video-Game-Level-Design-Interaction/dp/1350015725/ref=sr_1_6?dchild=1&keywords=level+design&qid=1632694879&s=books&sr=1-6  | * [https://www.amazon.com/Video-Game-Level-Design-Interaction/dp/1350015725/ref=sr_1_6?dchild=1&keywords=level+design&qid=1632694879&s=books&sr=1-6 Video Game Level Design: How to Create Video Games with Emotion, Interaction, and Engagement] - Michael Salmond  | ||
* [https://www.amazon.com/Level-Design-Concept-Theory-Practice/dp/1568813384/ref=sr_1_4?dchild=1&keywords=level+design&qid=1632694954&s=books&sr=1-4  | * [https://www.amazon.com/Level-Design-Concept-Theory-Practice/dp/1568813384/ref=sr_1_4?dchild=1&keywords=level+design&qid=1632694954&s=books&sr=1-4 Level Design: Concept, Theory, and Practice] - Rudolf Kremers  | ||
* [http://www.hourences.com/product/the-hows-and-whys-of-level-design-2/  | * [http://www.hourences.com/product/the-hows-and-whys-of-level-design-2/ The Hows and Whys of Level Design] - Sjoerd “Hourences” De Jong  | ||
Revision as of 15:29, 20 February 2025
Landmarks
- Landmarks in leveldesign
 - Videogame Landmarks and Real Life Architecture - Courtney Raine
 - Meaningful geography in breath of the wild - Tom Battey
 - A taxonomy of Weenies: the landmarks that define Ghost of Tsushima - Bryant Francis
 - Facilitate Mental Mapping - Clement Melendez
 - One Level Design Mistake I Learned to Avoid From Playing "Mirror's Edge" - World of Level Design
 
Environmental storytelling
- Evironmental storytelling- Bart Stewart
 - An Examination Into Environmental Storytelling - Josh Bycer
 - How to use a game's level design to tell a story - Fern
 - How Arkane Studios' Prey Perfects The Art Of Environmental Storytelling - Jade King
 - Dabble in Design: Until Dawn and Environmental Storytelling - Michael Hancock
 - A Visual Feast: Learning the Movements of Environmental Storytelling - Nick Jones
 - What you Give is What you Get: Environmental Storytelling in Games - Caleb Compton
 - ‘Destiny 2’ Is Finally Doing Solid Environmental Storytelling, But Everyone Is Missing It - Paul Tassi
 - Environmental Storytelling and Gone Home - Adrew Yoder
 - Environmental Storytelling in Games - Jethro Jongeneel
 - Level Design: Enhance Games with Environmental Storytelling - Prakash Gautam
 - Dishonored got it right, The Order got it wrong - Ashley Reed
 - How Level Design Can Tell a Story - Game Maker's Toolkit
 - Environmental Narrative: Telling Stories in Spaces Without Saying Anything Aloud - Laura E. Hall
 - The Art of Dear Esther – Building an Environment to tell a Story - Robert Briscoe
 - Environmental Storytelling, a Bloodborne Crash Course - Lux Noctis
 - In Level Storytelling - 7 Level Design Tips - Art of level design
 - Intro to Environmental Storytelling Video Game Design - The last bacon
 - Advanced Environmental Storytelling in 'Spider: Rite of the Shrouded Moon' - Randy Smith
 - What Happened Here? Environmental Storytelling - Matthias Worch
 
Guiding the player in the level
- How to Guide Players through Games – Game Design Tips - Lindsay Schardon
 - Level Design Tips and Tricks - Tom Pugh
 - Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips to Guide Players and Set the Mood - David Shaver, Robert Yang
 - Uncharted: The Lost Legacy's Rooftop Chase Is An Example Of Perfect Level Design - Issy Van der Velde
 - My problem with classic 90s FPS - Getting Lost - Reddit user
 - Dealing With Navigation & Players’ Behavior - David Shaver
 - Wayfinding: player navigation, how to "guide" the player through a level - Open Source, many authors
 - Level design: Tricks of the trade - Jonathon Wilson
 - How the Uncharted games implement player navigation - Abhishek Iyer
 - The Ingenuity in Ghost of Tsushima's Guiding wind - Player's Narrative
 - Ghost of Tsushima guide: How to use the Guiding Wind - Jeff Ramos
 
Architecture and design
- Interior Design and Environment Art: Mastering Space, Mastering Place - Dan Cox
 - Level Design Workshop: Architecture in Level Design - Claire Hosking
 - An Architectural Approach to Level Design: Creating an Art Theory for Game Worlds (and So Can You!) - Christopher Totten
 - Level Design in a Day: Level Design Histories and Futures - Robert Yang
 - Learning Lighting for Video Games - Gabe Betancourt
 - The Theory of Lighting - Commander Keen (wayback machine)
 
Procedural world generation
Scale and proportion
- Level Design: Scaling and Best Practices - Epic Games
 - GDC 2002: Realistic Level Design in Max Payne - Remedy Entertainment
 - Level Design Principles and Whiteboxing - Scott Morin
 - UE4: Guide to Player Scale and World/Architecture Dimensions Tutorial - World of level design
 - Metrics: The proportions and distances of the level, how big the level feels - Open source, many authors
 - Importance of Small Scale FPS Level Design – Mainstream Development - Alex Cicala
 - Real scale doesn't work in games - Nikolay Shamaev
 - Design Tips: In-Game Proportions and Scale - Yuriy Sivers
 
Level design for multiplayer
- Singleplayer vs. Multiplayer Level Design: A Paradigm Shift - Elisabeth Beinke-Schwartz
 - The Holy Grail of Multiplayer Level Design: Casual and Competitive Maps - Andrew Yoder
 - Practical guide on first person level design - IronEqual
 - Analysis of level schemes to improve multiplayer shooters - Curtis Gaut
 - Multiplayer Level Design In-Depth, Part 1: The Specific Constraints of Multiplayer Level Design - Pascal Luban
 - Community Level Design for Competitive CS:GO - Shawn Snelling, Salvatore Garozzo
 - What makes a good multiplayer level? - Gavin Annand
 - Multiplayer level design - Thomas Buijtenweg
 - Overwatch and Asymmetric Level Design - What Makes the Maps Fun? - Extra Credits
 - Blizzard's Aaron Keller Breaks Down Overwatch Map Design - Ars Technica
 - A CS:GO Level Design concept : the pathways - Enzo Menegazzi
 - The dos and don’ts of CS:GO level design - Exodus
 - Multiplayer Map Theory (Gears of War) - Epic Games
 - Deathmatch Map Design: The Architecture of Flow - Game Developer staff
 
Assorted
- The importance of nothing: Using negative space in level design - Jim Brown
 - Learning From The Masters: Level Design In The Legend Of Zelda - Mike Stout
 - Open world level design: spatial composition and flow in Breath of the Wild - Radiator Blog
 - Breath of the Wild’s brilliant game design, explained - Allegra Frank
 - Legend Of Zelda Study : Level Design - TheCGMaster
 - The Legend of Zelda: Breath of the Wild's dungeon design - Game Maker Toolkit
 - How Zelda's Puzzle Box Dungeons Work - Game Maker Toolkit
 - Depicting the Level Design of a Legend of Zelda Dungeon - Salim Larochelle
 - The Door Problem of Combat Design - Andrew Yoder
 - Designing Better Levels Through Human Survival Instincts - Christoper Totten
 
Platform Games
- Level Design Patterns in 2D Games - Ahmed Khalifa
 - Planes of vulnerability in Commander Keen 5 - Pieter Smal
 - Rational Design: The Core of Rayman Origins - Chris McEntee
 - How Mega Man 11's Levels Do More With Less - Game Maker's Toolkit
 - The World Design of Super Metroid - Game Maker's Toolkit
 - How To Level Design in 2D Platformers - Let's Talk Game Design
 - How to Design Breathtaking 2D Platformer Levels - Tadeas Salvatore Jun
 - Designing Fun Platforming Levels: Tips and Best Practices - Alejandro Hitti
 - How are the puzzles constructed in LIMBO? - Game Design with Michael
 - Dissecting Design -- Super Meat Boy's Platforming Greatness - Game Wisdom
 - Good Game Design - Super Meat Boy: Motivational Punishment - Snowman Gaming
 - Hollow Knight Review Analysis on Game, Sound, Level Design and Cohesion - dragnerz
 - The World Design of Hollow Knight - Gamer Maker's Toolkit
 
Books
- Game Balance - Ian Schreiber, Brenda Romero
 - Architectural Approach to Level Design - Christopher W. Totten
 - Level Design: Processes and Experiences - Christopher W. Totten
 - Preproduction Blueprint: How to Plan Game Environments and Level Designs - Alex Galuzin
 - Game Development Essentials: Game Level Design - Jeannie Novak, Travis Castillo
 - Mastering Unreal Technology: The Art of Level Design - Jason Busby
 - Video Game Level Design: How to Create Video Games with Emotion, Interaction, and Engagement - Michael Salmond
 - Level Design: Concept, Theory, and Practice - Rudolf Kremers
 - The Hows and Whys of Level Design - Sjoerd “Hourences” De Jong