THE HOWS AND WHYS OF LEVEL DESIGN - SE - CONTENT

The book is divided into four primary parts: Introduction, Design, Gameplay, and Art; and two appendix chapters: Examples and Interviews.

Each of the four primary chapters are broken down into multiple parts consisting of a brief introduction, followed by portions dedicated to certain aspects of the overall theme, for example floorplans, sounds, textures, lighting, etc… Each chapter has illustrations portraying examples of the items discussed. The book, as a whole, is intended to be universal in scope. Most of the information presented can be applied to a wide variety of games, game types, and themes. However, most of the author’s experience is with 3D action and/or First Person Shooter (FPS) games, so these will often be the focus of examples and discussions, especially as regards gameplay.


This second edition features:

  • An all new introduction chapter covering the history and future of level design, and common problems in the profession of a level designer
  • New In-depth sections covering composition and floorplans.
  • A few dozen small additions on a wide range of subjects such as pacing in singleplayer gameplay, checkpoints, and so on.
  • Dozens of all new or updated example screenshots.
  • The level Krodan added as a third example level.
  • An all new layout and much improved visual style.
  • The book is now printed on A4 paper size.
  • All the text throughout the entire book was touched up and improved significantly, and certain parts were clarified.



  • Scroll down this preview to have a look at the table of contents.