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Level Design

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In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels - experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers.
Key Features

Learn about the processes of experienced developers and level designers in their own words

Discover best-practices for creating levels for persuasive play and designing collaboratively

Offers analysis methods for better understanding game worlds and how they function in response to gameplay

Find your own preferred method of level design by learning the processes of multiple industry veterans

378 pages, Hardcover

Published May 11, 2017

7 people are currently reading
116 people want to read

About the author

Christopher W. Totten

4 books89 followers

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Displaying 1 of 1 review
Profile Image for Josh Whittington.
110 reviews6 followers
January 15, 2025
Very different from An Architectural Approach to Level Design, with some more personal essays and a broader scope. Some are less useful than others but there’s a lot of interesting perspectives and by covering a lot of topics relating to level design it provides a good launching point for further research in the areas that grab your attention. Essays are split into four categories - Experiencing Levels, Designing Levels, Constructing Levels and Testing Levels - and topics covered include procedural generation, playtesting and often over-looked aspects of the design process. There’s lots of examples from the authors’ own projects which are particularly interesting - I enjoyed Heidi McDonald’s breakdown of her first attempt at level design, and Joel Burgess detailing parts of Bethesda’s process for planning open worlds was great because open world design is something I have always been curious about.
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