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 | * [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