This course is dedicated to the basic theoretical tools of a level designer.
Too often, level design is presented as a purely technical skill exercise, completely obscuring the thought required for high-level design. Instinct is a good thing when creating a level, but it needs to be controlled and improved by rational design. Instinct doesn’t help explain what we’ve done, it doesn’t convey our skills, and it doesn’t allow us to get the same result twice.
Throughout the course, we’ll dive deeper into the essential ingredients, understanding their impact on the player’s experience. This isn’t just an exhaustive list of tools: this course uses real-world examples from my decades of experience in level and game design to provide practical benefits.
Throughout this conversation, we’ll be discussing level design within the context of game development, rather than working independently in a dark basement on a game by yourself. I hope to share my experiences and allow you to be “studio ready” when you start your first job, or theorize about what you did instinctively that will allow you to improve.
It will always be from a level designer in a real studio, on a real pipeline, with constraints, teammates, and deadlines. No fantasy video game dreams. Just reality.
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