Articles:
- A Handcrafted Feel: ‘Unexplored’ Explores Cyclic Dungeon Generation
- Gamasutra – Don’t Fear The Hammer: The Importance of UX In Editors & Tools
- Gamasutra – The Disco Generator: Procedural Level Creation in All Walls Must Fall
- Gamasutra – How Rogue Legacy Deals With Down-Scrolling and Leaps of Faith
- Level Design of Video Games – Stanley Parable
- Level Design of Video Games – Hyper Light Drifter
- Level Design of Video Games – Portal
- Level Design of Video Games – Prince of Persia
- Level Design of Video Games – Superhot
- Playing Games As A Level Designer
- Save The Vents
- Making of Sampa
- MapCore – Creating a Single-Player Combat Space
- MapCore – Interview with Robert “BJA” Hodri, Doom Senior 3D and Environment Artist
- WoLD – Interview: Professional Level Designer Talks Designing Single-Player vs Multiplayer Levels, VR Challenges and Tips for Getting Started
- World Building of Witcher 3
- The Assassins’ Guide To The City: Dishonored 2
Videos:
- Polygon Fragments – Rage – Wasteland Garage
- A Love Letter To Gothic’s Open World Design
- Backtracking and Level Design – Making a Way Out
- Controlling Chaos Designing Compelling Combat in Action Games – Adam Bormann
- Dark Souls and Discovery in Game Design
- Hellblade Development Diary 4: Creating the World
- Making of CTF-LostTomb (UT4) With Commentary – Part 1, 2, 3, 4, 5
- Mass Effect 2’s Iterative Level Design Process
- Other Places: Boston (Fallout 4)
- Other Places: Lothric (Dark Souls III)
- Other Places: Noir (Grand Theft Auto V)
- Other Places: Toussaint (The Witcher 3: Blood and Wine)
- The Importance of Nothing: Using Negative Space in Level Design
- Top 5 Dark Souls Level Design Moments
LEVEL-DESIGN.org Reference Database Updates: