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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  • General level design talks
  • Combat / encounter design talks
  • Non-linear / sandbox / open world design talks
  • See also
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  1. Appendix
  2. Assets & Resources

Recommended talks

List / archive of level design talks and presentations, with links to videos and slides

PreviousAssets & ResourcesNextRecommended books

Last updated 3 months ago

Below, we recommend level design talks that are: (1) from experienced designers, (2) aimed at other level designers, (3) free to access.

If it's not here, that doesn't mean it's bad. For example, GDC paywalls talks for 2 years, so many recent talks aren't here.

Talks are grouped by topic, more recent at the top. ⭐ = especially influential / famous

General level design talks

see also:

Talk Name
Year
Talk Description
Slides PDF

2022

2022

2016

2015

2009

Combat / encounter design talks

see also:

Talk Name
Year
Talk Description
Slides PDF

2016

2015

by Shawn "FMPONE" Snelling and Sal "Volcano" Garozzo; sightlines and readability in PvP maps for Counter-Strike.

2010

Non-linear / sandbox / open world design talks

See also

Designing the Museum Flashback: 'The Last of Us Part II' (, )

by Evan Hill; and for a walking sim level, and an overview of the level production process at Naughty Dog.

Just Me & My Pitch: The Confused Art of Showing a Layout ()

by Simon-Albert Boudreault; abstract production process theory for iterating on , how to run a design meeting.

⭐ Modular Level Design of Fallout 4 (, )

by Joel Burgess and Nathan Purkeypile; an authoritative primer to , essential for environment artists.

Wayfinding and Storytelling ()

by Brendon Chung; and , but maybe more about . Lots of videos, slides not recommended.

⭐ Everything I Learned About Level Design I Learned from Disneyland ()

by Scott Rogers; the original theme park level design talk. Despite its influence, we disagree with much of it, see: .

Creating Conflict: Combat Design for AAA Action Games ()

by Michael Barclay, Pete Ellis, Sam Howels; three talks on combat , , and open world combat.

Community Level Design for Competitive CS:GO (, , )

⭐ Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3 (, )

by Jaime Griesemer; influential and tuning workflow talk, not directly about level design but still relevant to any combat game. See also: .

Talk Name
Year
Talk Description
Slides PDF

2019

2019

2019

2016

Designing Radically Non-Linear Single Player Levels (, )

by Aubrey Serr; affordance theory for systemic non-linear sandbox via immersive sim examples.

'Hitman' Levels as Social Spaces: The Social Anthropology of Level Design (, )

by Mette Podenphant Andersen; for non-linear sandbox maps in Hitman 2 (2018) as sociological spaces.

'Mooncrash': Resetting the Immersive Simulation (, )

by Rich Wilson; and progression for Prey (2017) DLC adapting the immersive sim into a semi-proc-gen roguelike.

Level Design in 'Hitman': Guiding Players in a Non-Linear Sandbox (, )

by Mette Podenphant Andersen and Jacob Mikkelsen; tutorial and for Hitman 1 (2016) Paris chateau level.

GDC Extras archive at Archive.org
YouTube playlist: NYU Practice talks
YouTube
GDC Vault
storytelling
pacing
GDC Vault
layouts
YouTube
GDC Vault
modular kit design
GDC Vault
wayfinding
storytelling
flow
GDC Vault
Disneyland
GDC Vault
pacing
encounter design
YouTube (2014)
GDC Vault
Archive.org
YouTube
GDC Vault
balance
Chill Out
YouTube
GDC Vault
layouts
YouTube
GDC Vault
layouts
YouTube
GDC Vault
pacing
YouTube
GDC Vault
wayfinding
How to make a level
Combat
General level design talks
Combat / encounter design talks
Non-linear / sandbox / open world design talks
LastOfUsMuseum_EvanHill.pdf
JustMeAndMyPitch_Boudreault.pdf
Fallout4Modular_BurgessPurkeypile.pdf
WayfindingStorytelling_BrendonChung.pdf
CreatingConflictCombat_BarclayHowelsEllis.pdf
CompetitiveCSGO_GarozzoSnelling.pdf
DesignInDetailSniperHalo_Griesemer.pdf
RadicallyNonlinear_AubreySerr.pdf
HitmanSocial_MettePodenphantAndersen.pdf
Mooncrash_RichWilson.pdf
HitmanGuiding_AndersenMikkelsen.pdf