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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  1. Appendix

License / copyright

PreviousAbout this book / authors

Last updated 3 years ago

Copyright

All cited material, illustrations, quotes, game screenshots, video embeds, game content, etc. belong to those original creators or studios. This book includes such content for non-commercial educational purposes under doctrine and we always attempt to credit and link back to original authors as much as possible.

Because of the complex communal authorship of this book's material, we will never paywall this book nor sell any copies of it.

And for a similar reason, we generally do not include material from other level design books, because fair use is less clear in these cases. You should purchase and read those books instead.

For a list of book recommendations, see .

DMCA

If you are one of the copyright owners impacted by our website and you want your content removed from the page, please with (1) the URL to the page in question, and (2) short description of the content to be taken down.

License

All unattributed text in this online book is hereby licensed under the license.

You can publish or distribute this book / translations of it, whether in part or in whole, under these conditions:

  • You cannot sell the book, nor charge for access to it (no paid subscription or license fees)

  • You must attribute us prominently within the body text of your copy, and link back to this website

  • You must also license any of your modifications under the CC BY-NC-SA 4.0 license, and prominently state this license in the body text of your copy.

Content creators and video makers: if you make a video that explains, summarizes, or paraphrases the content of this book, then please (1) audibly cite this book during the video, and (2) link back to us prominently in the video description + text chat.

Anyone else: attribute us with (1) "The Level Design Book", and (2) a link directly to the book page URL.

How to cite this book

If you're writing a research paper, here are common citation formats for your convenience. Make sure you replace the ALL-CAPS fields with your own citation data.

  • β€œPAGE TITLE.” The Level Design Book, PAGE URL. Accessed DAY MONTH YEAR.

  • "PAGE TITLE", The Level Design Book, accessed MONTH DAY, YEAR. PAGE URL.

  • PAGE TITLE. (n.d.). Retrieved MONTH DAY, YEAR, from PAGE URL.

  • The Level Design Book. PAGE TITLE. Retrieved MONTH DAY, YEAR from PAGE URL

License details

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  • Share β€” copy and redistribute the material in any medium or format

  • Adapt β€” remix, transform, and build upon the material

The licensor cannot revoke these freedoms as long as you follow the license terms.

Under the following terms:

Notices:

Students: see .

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This is a human-readable summary of (and not a substitute for) the . .

Attribution β€” You must give , provide a link to the license, and . You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.

NonCommercial β€” You may not use the material for .

ShareAlike β€” If you remix, transform, or build upon the material, you must distribute your contributions under the as the original.

No additional restrictions β€” You may not apply legal terms or that legally restrict others from doing anything the license permits.

You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable .

No warranties are given. The license may not give you all of the permissions necessary for your intended use. For example, other rights such as may limit how you use the material.

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