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.