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..."
 
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= Landmarks =  
= Landmarks =  


* [http://level-design.org/?page_id=2261| Landmarks in leveldesign]
* [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
* [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
* [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| A taxonomy of Weenies: the landmarks that define Ghost of Tsushima] - Bryant Francis
* [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| Facilitate Mental Mapping] - Clement Melendez
* [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| One Level Design Mistake I Learned to Avoid From Playing "Mirror's Edge"] - World of Level Design
* [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| Evironmental storytelling ]- Bart Stewart
* [https://www.gamedeveloper.com/design/environmental-storytelling Evironmental storytelling]- Bart Stewart
* [https://www.gamedeveloper.com/design/an-examination-into-environmental-storytelling| An Examination Into Environmental Storytelling] - Josh Bycer
* [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/| How to use a game's level design to tell a story] - Fern
* [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/| How Arkane Studios' Prey Perfects The Art Of Environmental Storytelling] - Jade King
* [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/| Dabble in Design: Until Dawn and Environmental Storytelling] - Michael Hancock
* [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| A Visual Feast: Learning the Movements of Environmental Storytelling] - Nick Jones
* [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/| What you Give is What you Get: Environmental Storytelling in Games] - Caleb Compton
* [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| ‘Destiny 2’ Is Finally Doing Solid Environmental Storytelling, But Everyone Is Missing It] - Paul Tassi
* [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/| Environmental Storytelling and Gone Home] - Adrew Yoder
* [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| Environmental Storytelling in Games] - Jethro Jongeneel
* [https://www.jethrojongeneel.com/articles/T4.php Environmental Storytelling in Games] - Jethro Jongeneel
* [https://coding.degree/environmental-storytelling-tutorial/| Level Design: Enhance Games with Environmental Storytelling] - Prakash Gautam
* [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/| Dishonored got it right, The Order got it wrong] - Ashley Reed
* [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| How Level Design Can Tell a Story] - Game Maker's Toolkit
* [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| Environmental Narrative: Telling Stories in Spaces Without Saying Anything Aloud] - Laura E. Hall
* [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| The Art of Dear Esther – Building an Environment to tell a Story] - Robert Briscoe
* [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| Environmental Storytelling, a Bloodborne Crash Course] - Lux Noctis
* [https://www.youtube.com/watch?v=VBJ9uEpvaDA Environmental Storytelling, a Bloodborne Crash Course] - Lux Noctis
* [https://www.youtube.com/watch?v=xiIrJy0LSEI| In Level Storytelling - 7 Level Design Tips] - Art of level design
* [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| Intro to Environmental Storytelling | Video Game Design] - The last bacon
* [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| Advanced Environmental Storytelling in 'Spider: Rite of the Shrouded Moon'] - Randy Smith
* [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/| What Happened Here? Environmental Storytelling] - Matthias Worch
* [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/| How to Guide Players through Games – Game Design Tips] - Lindsay Schardon
* [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| Level Design Tips and Tricks] - Tom Pugh
* [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| Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips to Guide Players and Set the Mood] - David Shaver, Robert Yang
* [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/| Uncharted: The Lost Legacy's Rooftop Chase Is An Example Of Perfect Level Design] - Issy Van der Velde
* [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/| My problem with classic 90s FPS - Getting Lost] - Reddit user
* [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/| Dealing With Navigation & Players’ Behavior] - David Shaver
* [https://80.lv/articles/dealing-with-navigation-players-behavior/ Dealing With Navigation & Players’ Behavior] - David Shaver
* [https://book.leveldesignbook.com/process/blockout/wayfinding| Wayfinding: player navigation, how to "guide" the player through a level] - Open Source, many authors
* [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| Level design: Tricks of the trade] - Jonathon Wilson
* [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| How the Uncharted games implement player navigation] - Abhishek Iyer
* [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| The Ingenuity in Ghost of Tsushima's Guiding wind] - Player's Narrative
* [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| Ghost of Tsushima guide: How to use the Guiding Wind] - Jeff Ramos
* [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| Interior Design and Environment Art: Mastering Space, Mastering Place] - Dan Cox
* [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| Level Design Workshop: Architecture in Level Design] - Claire Hosking  
* [https://www.youtube.com/watch?v=XW7KvppTspc Level Design Workshop: Architecture in Level Design] - Claire Hosking  
* [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=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| Level Design in a Day: Level Design Histories and Futures] - Robert Yang
* [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/| Learning Lighting for Video Games] - Gabe Betancourt
* [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| The Theory of Lighting] - Commander Keen (wayback machine)
* [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| Procedural world generation in path of exile]
* [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| Level Design: Scaling and Best Practices] - Epic Games
* [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-| GDC 2002: Realistic Level Design in Max Payne] - Remedy Entertainment
* [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| Level Design Principles and Whiteboxing] - Scott Morin
* [https://www.youtube.com/watch?v=rsxKK_fBZvE&t=6585s Level Design Principles and Whiteboxing] - Scott Morin
* [https://www.youtube.com/watch?v=oPcHUqA0DR8| UE4: Guide to Player Scale and World/Architecture Dimensions Tutorial] - World of level design
* [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| Metrics: The proportions and distances of the level, how big the level feels] - Open source, many authors
* [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/| Importance of Small Scale FPS Level Design – Mainstream Development] - Alex Cicala
* [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| Real scale doesn't work in games] - Nikolay Shamaev
* [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| Design Tips: In-Game Proportions and Scale] - Yuriy Sivers
* [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| Singleplayer vs. Multiplayer Level Design: A Paradigm Shift] - Elisabeth Beinke-Schwartz
* [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| The Holy Grail of Multiplayer Level Design: Casual and Competitive Maps] - Andrew Yoder
* [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| Practical guide on first person level design] - IronEqual
* [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| Analysis of level schemes to improve multiplayer shooters] - Curtis Gaut
* [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| Multiplayer Level Design In-Depth, Part 1: The Specific Constraints of Multiplayer Level Design] - Pascal Luban
* [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| Community Level Design for Competitive CS:GO] - Shawn Snelling, Salvatore Garozzo
* [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| What makes a good multiplayer level?] - Gavin Annand
* [https://fat-studios.medium.com/what-makes-a-good-multiplayer-level-d604de3385dd What makes a good multiplayer level?] - Gavin Annand
* [https://sassybot.com/thomas/| Multiplayer level design] - Thomas Buijtenweg
* [https://sassybot.com/thomas/ Multiplayer level design] - Thomas Buijtenweg
* [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=4DynhzEQtog Overwatch and Asymmetric Level Design - What Makes the Maps Fun?] - Extra Credits
* [https://www.youtube.com/watch?v=Sq8upPdpn-w| Blizzard's Aaron Keller Breaks Down Overwatch Map Design] - Ars Technica
* [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| A CS:GO Level Design concept : the pathways] - Enzo Menegazzi
* [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| The dos and don’ts of CS:GO level design] - Exodus
* [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| Multiplayer Map Theory (Gears of War)] - Epic Games
* [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| Deathmatch Map Design: The Architecture of Flow] - Game Developer staff
* [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| The importance of nothing: Using negative space in level design] - Jim Brown
* [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-| Learning From The Masters: Level Design In The Legend Of Zelda] - Mike Stout
* [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| Open world level design: spatial composition and flow in Breath of the Wild] - Radiator Blog
* [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| Breath of the Wild’s brilliant game design, explained] - Allegra Frank
* [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| Legend Of Zelda Study : Level Design] - TheCGMaster
* [https://www.youtube.com/watch?v=vYNIW0k8m54 Legend Of Zelda Study : Level Design] - TheCGMaster
* [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=GudeeRVNo5U The Legend of Zelda: Breath of the Wild's dungeon design] - Game Maker Toolkit
* [https://www.youtube.com/watch?v=pwHqY_4nsJ4| How Zelda's Puzzle Box Dungeons Work] - Game Maker Toolkit
* [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| Depicting the Level Design of a Legend of Zelda Dungeon] - Salim Larochelle
* [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| The Door Problem of Combat Design] - Andrew Yoder
* [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| Designing Better Levels Through Human Survival Instincts] - Christoper Totten
* [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| Level Design Patterns in 2D Games] - Ahmed Khalifa
* [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| Planes of vulnerability in Commander Keen 5] - Pieter Smal
* [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-| Rational Design: The Core of Rayman Origins] - Chris McEntee
* [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| How Mega Man 11's Levels Do More With Less] - Game Maker's Toolkit
* [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| The World Design of Super Metroid] - Game Maker's Toolkit
* [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| How To Level Design in 2D Platformers] - Let's Talk Game Design
* [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| How to Design Breathtaking 2D Platformer Levels] - Tadeas Salvatore Jun
* [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| Designing Fun Platforming Levels: Tips and Best Practices] - Alejandro Hitti
* [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| How are the puzzles constructed in LIMBO?] - Game Design with Michael
* [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| Dissecting Design -- Super Meat Boy's Platforming Greatness] - Game Wisdom
* [https://www.youtube.com/watch?v=e7OrxrRAjtc Dissecting Design -- Super Meat Boy's Platforming Greatness] - Game Wisdom
* [https://www.youtube.com/watch?v=JeSvCmaZUjA| Good Game Design - Super Meat Boy: Motivational Punishment] - Snowman Gaming
* [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| Hollow Knight Review | Analysis on Game, Sound, Level Design and Cohesion] - dragnerz
* [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| The World Design of Hollow Knight] - Gamer Maker's Toolkit
* [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| Game Balance] - Ian Schreiber, Brenda Romero
* [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| Architectural Approach to Level Design] - Christopher W. Totten
* [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| Level Design: Processes and Experiences] - 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 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| Preproduction Blueprint: How to Plan Game Environments and Level Designs] - Alex Galuzin
* [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| Game Development Essentials: Game Level Design] - Jeannie Novak, Travis Castillo
* [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| Mastering Unreal Technology: The Art of Level Design] - Jason Busby
* [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| Video Game Level Design: How to Create Video Games with Emotion, Interaction, and Engagement] - Michael Salmond
* [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| 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

Revision as of 15:29, 20 February 2025

Landmarks

Environmental storytelling

Guiding the player in the level

Architecture and design

Procedural world generation

Scale and proportion

Level design for multiplayer

Assorted

Platform Games

Books