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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.
Topics include:
- Becoming a Level Designer and Environment Artist
- Level Design Workflows
- Preproduction: How to Plan Your Game Environments and Level Designs
- Production: Level Design Tutorials
- Survival Horror Level Design
- Game Industry/Getting a Job
- Misc
BECOMING A LEVEL DESIGNER AND ENVIRONMENT ARTIST
LEVEL DESIGN WORKFLOWS
PREPRODUCTION: PLANNING AND BEGINNING
PRODUCTION: LEVEL DESIGN TUTORIALS
LIGHTING

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Functional Lighting
Article is aimed more towards how lighting affects the gameplay of a level and how big of a role it plays in player guidance and the playability of a level. |
SURVIVAL HORROR LEVEL DESIGN
GAME INDUSTRY INSIGHTS AND MISC ARTICLES

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GDC Level Design in a Day - Q/A Session
Transcript of the Q&A session from the Level Design in a Day tutorial at GDC. Broad range of topics are discussed; from portfolio and getting your foot at the door, to balancing and branching issues. |

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GDC Level Design Notes Part 1
Level Design in a Day, best practices from the best in the business. |

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GDC Level Design Notes Part 2
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. |

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GDC Level Design Notes Part 3
Jim Brown's lecture about level design tools and how they can save your life, called "Tools of the trade : Making a better game through the tools". |

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GDC Level Design Notes Part 4
Niel Alphonso talk is about maximizing the effectiveness of cover placement, and overall multiplayer level balancing. This talk is aimed at FPSes and Third Person Shooters. |

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GDC Level Design Notes Part 5
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. |

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How to Get a Job With Epic Games
The following notes are from a presentation by Andrew Baines, a Senior Level Designer at Epic Games. |
MISC
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