Resources for Level Designers
In this post, I highlight some Level Design resources that I’ve found especially helpful.
Game Maker’s Toolkit
The first set of resources is a series of videos from one of the best game dev analysis channels on YouTube, Game Maker’s Toolkit. Although the videos in this list skew toward 2D and 3D platforming, the fundamental concepts and principles discussed in them are applicable across all genres.
One throughline of the videos is a focus on kishotenketsu, the application of a 4-part structure to levels (or, more precisely, level gimmicks): introduction, development, twist, and conclusion.
This Level Design schema was popularized by Koichi Hayashida of Nintendo, and you can see the evolution of it in Hayashida’s Mario games, each one following the formula more strictly than the last. You can also see it other Nintendo games (for example, in recent Donkey Kong Country entries), as well as in non-Nintendo games (for example, in Rayman Legends and Mega Man).
Udemy
For an in-depth course on Level Design from the perspective of a professional Level Designer focused on 3D action games, I recommend the Udemy course Learn the ART of Level Design by Kevin Oxland.
This succinct course covers everything a beginning level designer should know, from the theoretical (for example, basic principles and conceptual tools) to the practical (for example, how to block out a level in engine, and how to place enemies, pickups, and scripted events).
The course first covers ideating and concepting:
Brainstorming
Writing a Design Brief
Creating Reference / Mood Boards
Creating Bubble Diagram
It then covers core design principles and concepts:
Beat analysis (thinking in terms of beats and the 4 second rule)
Designing From the Core
Exposure/Priming
Layering/Immersion
Shaping/Fight or Flight
Up the Ante
Pacing and Progression
Communication / Player Feedback
Situational Awareness / Resolution
Scaleable Rewards / Difficulty Ramping
Foreshadowing
Colour as a Design Tool
It then walks through an in-engine example of creating a level blockout, focusing on:
Form follows function
Composition and color
Modular design
Focal points
Minimizing clutter
Storytelling mechanisms
It then walks through iteration of the level blockout:
Fixing core problems w/ form
Re-focusing on game mechanics
Placeholder props
Core object placement
Enemy placement (w/ focus on pacing)
Pickup placement (w/ focus on pickup impact)
Game events & traps
Miscellany
Finally, here a few miscellaneous resources that I also found helpful in my journey.
"Everything I learned about Level Design, I Learned from Disneyland" Scott Rogers, Walt Disney YT video of a talk given by Scott Rogers at Game Design Conference
Level Design: Concept, Theory, and Practice by Rudolf Kremers