List of level design references: Difference between revisions
From Henry's personal library
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* [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  | * [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/ The Hows and Whys of Level Design] - Sjoerd “Hourences” De Jong  | * [http://www.hourences.com/product/the-hows-and-whys-of-level-design-2/ The Hows and Whys of Level Design] - Sjoerd “Hourences” De Jong  | ||
* [https://www.taylorfrancis.com/books/mono/10.1201/9781003275664/practical-guide-level-design-benjamin-bauer A Practical Guide to Level Design: From Theory to Practice, Diplomacy and Production] - Benjamin Bauer  | |||
Revision as of 17:08, 1 March 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
 - A Practical Guide to Level Design: From Theory to Practice, Diplomacy and Production - Benjamin Bauer