The Level Design Book
BookResources
  • The Level Design Book
  • ✨What is level design
  • Book 1, Process
    • πŸ—ΊοΈHow to make a level
    • 🧠Pre-production
      • Pacing
      • Research
      • Worldbuilding
      • Scope
    • πŸ”«Combat
      • Enemy design
      • Encounter
      • Cover
      • Map balance
    • πŸ› οΈLayout
      • Flow
        • Circulation
        • Verticality
      • Critical path
      • Parti
      • Typology
        • Gates
    • 🏠Blockout
      • Massing
        • Landscape
        • Composition
        • Prospect-refuge
      • Metrics
        • Modular kit design
        • Doom metrics
        • Quake metrics
      • Wayfinding
      • Playtesting
        • Player persona
    • πŸ“œScripting
      • (stub) Navigation
      • Doors
    • β˜€οΈLighting
      • Three point lighting
      • D6 lighting
      • Lighting for darkness
    • 🏑Environment Art
      • Shape and color psychology
      • Texturing
      • Storytelling
      • Optimization
    • 🌈Release
  • Book 2, Culture
    • 🦜Level design as culture
    • History of the level designer
    • Zero player level design
    • (unfinished pages)
      • History of architecture
      • Structural engineering primer
      • History of environment art
      • History of furniture
      • History of encounter design
  • Book 3, Studies
    • πŸ”How to study a level
    • Single player studies
      • Undead Burg (Dark Souls 1)
      • Assassins (Thief 1)
      • (STUB) The Cradle (Thief 3)
      • (STUB) Sapienza (Hitman)
      • (STUB) Silent Cartographer (Halo 1)
    • Multiplayer studies
      • Chill Out (Halo 1)
      • (STUB) de_dust2 (Counter-Strike)
    • Real world studies
      • Disneyland (California, USA)
      • (STUB) Las Vegas (Nevada, USA)
  • Book 4, Learning
    • πŸŽ’Notes for educators
    • Project plans
      • Classic Combat
      • (Unfinished WIP pages)
        • Modern Combat
        • Modern Stealth
        • Exercise: Direct Lighting
        • Exercise: Whiteboard 2D
        • Level Design Portfolio
        • Design Test: Adaptation
        • Exercise: Layout
        • Exercise: Verticality
  • Appendix
    • Tools
      • TrenchBroom
    • Assets & Resources
      • Recommended talks
      • Recommended books
      • Quake resources
        • How to package a Quake map/mod
      • File formats
        • FGD file format
        • MAP file format
        • MDL file format
    • Communities
    • About this book / authors
    • License / copyright
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On this page
  • Find a level design community
  • Ideally, join a game-specific community
  • Generalist level design communities
  • Environment art communities
  • Theory, writing, criticism
  • Venues / publications
  • Blogs / streams / podcasts
  • Screenshot accounts
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  1. Appendix

Communities

links to level design communities, websites, discords, podcasts, blogs, social media

PreviousMDL file formatNextAbout this book / authors

Last updated 1 year ago

Find a level design community

There are many benefits to joining a level design community:

  • help with design problems / troubleshooting tools

  • provide critical feedback for your work

  • motivation and encouragement

Ideally, join a game-specific community

A game specific community can offer focused help / experience, and they are much more likely to playtest your work and give good feedback.

For game-specific level design communities, see the "Community" column in .

Generalist level design communities

Environment art communities

Theory, writing, criticism

Venues / publications

Blogs / streams / podcasts

Screenshot accounts

Below are some fun Twitter accounts which exist solely to post screenshots of community levels; they're good to follow because seeing more levels will help you train your eye for level design, and it's fun to see what other people make.

is an annual internet tradition where level designers post screenshots on Twitter during the month of October. The most popular tweets usually come from AAA industry level designers posting blockouts of their work from famous commercial games.

is one of the longest running active message boards for level design, and focuses mainly on Source Engine games (CS:GO, Team Fortress 2) but many members also regularly mod other games and use Unity and Unreal. Mix of modders and industry users.

is a Discord community for level designers founded by Ryan Smith.

is best for 3D environment artists, lighting artists, and anyone concerned more with the visual side of level design. Projects skew heavily towards Unreal Engine 4 scenes with Maya / Max / ZBrush / Blender know-how. No one here will ever playtest your project, but they will happily critique screenshots or video. Mix of students and industry users.

features news, articles, and guides for game / film / VFX artists. It is often very technical and tool focused, usually focusing on pipeline and workflow with visual-oriented breakdowns of particular scenes or projects.

features interviews with environment artists, articles and guides, as well as a podcast. Like other CG art communities, it focuses on tools and techniques.

(formerly Level Design Workshop, Level Design In A Day) is a full day of talks from industry and indie level designers every year. After many years it has found a medium-sized audience at GDC. Unfortunately there's no convenient list of past sessions, but maybe we'll put that together someday. Open submissions every summer / autumn.

is probably the premier level design criticism publication at the moment, featuring short blog posts as well as long-form features and interviews. Commissions and pitches year-round, pays writers.

has hosted several design-focused series, such as (game design breakdowns), (more game design breakdowns) and (interviews with level designers). Commissions and pitches year-round, pays writers.

is a free Harvard-branded online course about architectural theory and history that runs every year, popular among industry level designers for its conceptual focus.

makes videos about his experience as AAA level designer and gives advice for level design portfolios and resources.

writes posts about open world AAA production and encounter systems, usually with a Ubisoft-like approach.

blogs about encounter design and multiplayer level design. He also uploads occasional level design video commentaries on .

streams , playing a few randomly chosen Doom levels each week.

is a podcast hosted by Mark Drew, Jonathan Wilson, Valentina Chrysostomou, and Rob McLachlan.

is a podcast hosted by Max Pears.

is a very popular game design analysis YouTube channel by Mark Brown. He often critiques levels and makes good points, but we want to caution you, he doesn't quite have the personal experience of actually working as a level designer.

posts Quake 1 map screenshots

posts GoldSrc (Half-Life 1 engine) map screenshots

posts custom Doom WAD screenshots

posts Unreal / Unreal Tournament 1999 map screenshots

posts Team Fortress 2 community map screenshots

posts Thief and Thief 2 fan mission screenshots.

the original level design screenshot account (?) posts GoldSrc screenshots (on hiatus as of 2019)

#blocktober
blockout
MapCore
The Design Den
Polycount
80 Level
Beyond Extent
GDC Level Design Summit
Heterotopias
Rock Paper Shotgun
What Works and Why
The Mechanic
Level With Me
The Architectural Imagination
Steve Lee
Iuliu-Cosmin Oniscu
Andrew Yoder
his YouTube channel
JP LeBreton
WAD Wednesdays
Level Design Podcast
Level Design Lobby
Game Maker's Toolkit (GMTK)
@Slipseer
@GoldsourceGold
@WADb0t
@dot__UNR
@Tf2Dot
@TaffingAbout
@dot_bsp
Tools
look at all these happy people sharing the same space; this too could be you if you join a level design community
GDC is the main venue for industry level design knowledge; video still from (Insomniac Games)
GDC 2015 "Transitioning from Linear to Open World Design with Sunset Overdrive" by Liz England