Level Design Articles

I just read a feature series on Gamasutra about pre-producing level design (and, as a consequence, atmosphere, presentation of story etc.) The first part deals with the layout of a level and how the character’s motivations can align with the player’s to create a strong motivator to achieve the intended objective. The second part emphasizes the importance of research and giving all the space within a level an in-world reason. The third parts puts all these levels in perspective to see how levels can be chained together. Well worth a read!

Part 1 | Part 2 | Part 3

On the topic of pacing, which is sort-of-the-same as the third part of the articles above, a former student at the University of Skövde’s game development program got an article features on Game Career Guide with what I believe was his thesis. It’s about how to pace a level.


These articles really complement an old article series I know I’ve linked before, but it was a good read (I should read it again some time). It’s about multiplayer level design, and frankly I can’t remember much more than that.

Part 1 | Part 2 | Part 3

Yes, it’s a lot to read – good thing you’ve got all the links right here, no? :)

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