Level Design Theory Article Dump

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Posted (edited)

Hi, I’m a hobbyist game developer with no released projects (after like 7 years :`( )and no actual schooling in game design concepts but I love to read research on game design. I’ve had a particular focus on level design lately because I have no idea what I’m doing and every time I get started I don’t know how to approach it. I’ll make a thing and it looks too big or too small, or it’ll be boring and I don’t know how to even begin to fix it. 

Then just by chance I found an excellent article “The Door Problem of Combat Design” that really got gears turning in my head. That led to a multi-day research project that has resulted in all these great links. 

I have a feeling that much of this is old hat to professionals but I’ve found it all very helpful as a total amateur. 



The Door Problem of Combat Design by Andrew Yoder -


Level Design - Views and Vistas by Mike Stout -


Enemy Attacks and Telegraphing by Mike Stout -


The Rule of Seven by Rufio Bangarang -


Dark Past (Part 4) by Robert Yang -


Level Design Workshop: Designing Radically Non-Linear Single Player Levels (Slide Deck only), particularly slides 55 to 68 by Audrey Serr -


Composition in Level Design by Mateusz Piaskiewicz -


More About Level Design and Constraints by Andrew Yoder -


Level Design for Combat by Max Pears -


Engaging Level Design for Combat Part 2 by Max Pears -


Engaging Level Design for Combat Part 3 by Max Pears -


Trinity Game Design Methodology by Mike Stout

1 - Trinity Game Design Methodology -

2 - Choice Fields -

3 - Game Mechanics -

4 - Spectra -

5 - Setups -

6 - Intensity Ramps -

7 - Ramps Part 2 -

8 - Paths -

9 - Why I Call It Trinity -




Edited by closetgeekshow

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