Level Design and Game Environment Design tutorials that are non-game specific. Following tutorials cover important timeless principles of gameplay, design, theory and workflow. These tutorials can be used for most games.
Becoming a Level Designer and Environment Artist
Level Design Workflows
Preproduction: How to Plan Your Game Environments and Level Designs
The following is a talk from Matthias Worch, a Senior Level Designer at Viceral Games and has worked Dead Space 2. Matthias's lecture is about Digital Ditch Digging, the core space creation of a level and its flow.
The last conference of the day was led by Joel Burgess. Entitled "Level Design as Storytelling", it was about the tools we have at our disposal to tell stories, regardless of their size or depth, directly into our levels.