Level Design Practices are short books thats break down level design principles for individual game genres. Level design was once thought of as impossible to write about because the differences between genres made it difficult to have a unifying theory of design. Recent works have solved this by focusing on general principles that span genres, but the genre specificity once envisioned by commenters has been lost. This series addresses this need by focusing on best practices for each genre, helping designers in those genres create better games through specific case studies.
By Christopher W. Totten, Adrian Sandoval
January 09, 2025
Award-winning action adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear “Metroidvania” titles. Blending theory and practical ...