# Recommended talks

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

{% hint style="info" %}
*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.*
{% endhint %}

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

* [**General level design talks**](#general-level-design-linear-design-talks)
* [**Combat / encounter design talks**](#combat-encounter-design-talks)
* [**Non-linear / sandbox / open world design talks**](#non-linear-sandbox-open-world-design-talks)

## General level design talks

&#x20;    *see also:* [*How to make a level*](/process/overview.md)

<table data-full-width="false"><thead><tr><th width="296">Talk Name</th><th width="74">Year</th><th width="288">Talk Description</th><th width="260" data-type="files">Slides PDF</th></tr></thead><tbody><tr><td><strong>Designing the Museum Flashback: 'The Last of Us Part II'</strong> (<a href="https://www.youtube.com/watch?v=4vQ_HGUtZmk">YouTube</a>, <a href="https://gdcvault.com/play/1027964/Level-Design-Summit-Designing-the">GDC Vault</a>)</td><td>2022</td><td>by Evan Hill; <a href="/pages/-LtwhzZxQ3uJvtpgU6_Z">storytelling</a> and <a href="/pages/-MaDkqBpi_UPYnkXsToW">pacing</a> for a walking sim level, and an overview of the level production process at Naughty Dog.</td><td><a href="/files/mWPyd65jRdsB3LT4MlSi">/files/mWPyd65jRdsB3LT4MlSi</a></td></tr><tr><td><strong>Just Me &#x26; My Pitch: The Confused Art of Showing a Layout</strong> (<a href="https://gdcvault.com/play/1027998/Level-Design-Summit-Just-Me">GDC Vault</a>)</td><td>2022</td><td>by Simon-Albert Boudreault; abstract production process theory for iterating on <a href="/pages/-LtWYFZekhJoJoJ3_Rwm">layouts</a>, how to run a design meeting.</td><td><a href="/files/XQSQP9bAHlpOhBT5OWG7">/files/XQSQP9bAHlpOhBT5OWG7</a></td></tr><tr><td>⭐ <strong>Modular Level Design of Fallout 4</strong> (<a href="https://www.youtube.com/watch?v=QBAM27YbKZg">YouTube</a>, <a href="https://gdcvault.com/play/1023202/-Fallout-4-s-Modular">GDC Vault</a>)</td><td>2016</td><td>by Joel Burgess and Nathan Purkeypile; an authoritative primer to <a href="/pages/-MbP9SbwNv97GeIR1F3I">modular kit design</a>, essential for environment artists.</td><td><a href="/files/KymiPFnaomF5TCqpUl08">/files/KymiPFnaomF5TCqpUl08</a></td></tr><tr><td><strong>Wayfinding and Storytelling</strong> (<a href="https://gdcvault.com/play/1022117/Level-Design-in-a-Day">GDC Vault</a>)</td><td>2015</td><td>by Brendon Chung; <a href="/pages/-MM-2684-LFUOiIoPXiI">wayfinding</a> and <a href="/pages/-LtwhzZxQ3uJvtpgU6_Z">storytelling</a>, but maybe more about <a href="/pages/-M-8iuzOF6sPB4lw6CSN">flow</a>. Lots of videos, slides not recommended.</td><td><a href="/files/RBZZtihMfM9kxUd8rjOv">/files/RBZZtihMfM9kxUd8rjOv</a></td></tr><tr><td>⭐ <strong>Everything I Learned About Level Design I Learned from Disneyland</strong> (<a href="https://gdcvault.com/play/1305/Everything-I-Learned-About-Level">GDC Vault</a>)</td><td>2009</td><td>by Scott Rogers; the original theme park level design talk. Despite its influence, we disagree with much of it, see: <a href="/pages/-MM-3VGw4GDgu7cGofA_">Disneyland</a>.</td><td></td></tr></tbody></table>

## Combat / encounter design talks

&#x20;    *see also:* [*Combat*](/process/combat.md)

<table data-full-width="false"><thead><tr><th width="288">Talk Name</th><th width="71">Year</th><th width="288">Talk Description</th><th width="260" data-type="files">Slides PDF</th></tr></thead><tbody><tr><td><strong>Creating Conflict: Combat Design for AAA Action Games</strong> (<a href="https://gdcvault.com/play/1023860/Creating-Conflict-Combat-Design-for">GDC Vault</a>)</td><td>2016</td><td>by Michael Barclay, Pete Ellis, Sam Howels; three talks on combat <a href="/pages/-MaDkqBpi_UPYnkXsToW">pacing</a>, <a href="/pages/-LtWYJ1qJe0sar54n7eb">encounter design</a>, and open world combat.</td><td><a href="/files/W3cpJFzUSb8eIUlwMPc6">/files/W3cpJFzUSb8eIUlwMPc6</a></td></tr><tr><td><strong>Community Level Design for Competitive CS:GO</strong> (<a href="https://www.youtube.com/watch?v=ocqmuBq4Ts4">YouTube (2014)</a>, <a href="https://gdcvault.com/play/1021868/Community-Level-Design-for-Competitive">GDC Vault</a>, <a href="https://archive.org/details/GDC2015Garozzo">Archive.org</a>)</td><td>2015</td><td>by Shawn "FMPONE" Snelling and Sal "Volcano" Garozzo; sightlines and readability in PvP maps for Counter-Strike.</td><td><a href="/files/q1VP6zTrmzuWQ1F8eZuI">/files/q1VP6zTrmzuWQ1F8eZuI</a></td></tr><tr><td>⭐ <strong>Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3</strong> (<a href="https://www.youtube.com/watch?v=8YJ53skc-k4">YouTube</a>, <a href="https://gdcvault.com/play/1012211/Design-in-Detail-Changing-the">GDC Vault</a>)</td><td>2010</td><td>by Jaime Griesemer; influential <a href="/pages/-Lxjrb0iUvI1u7Ej6CS6">balance</a> and tuning workflow talk, not directly about level design but still relevant to any combat game. See also: <a href="/pages/-MLpql1Y6qAAc4ZHVMmb">Chill Out</a>.</td><td><a href="/files/3yeWHuY4bUaR0DFajukv">/files/3yeWHuY4bUaR0DFajukv</a></td></tr></tbody></table>

## Non-linear / sandbox / open world design talks

<table data-full-width="false"><thead><tr><th width="288">Talk Name</th><th width="71">Year</th><th width="288">Talk Description</th><th width="260" data-type="files">Slides PDF</th></tr></thead><tbody><tr><td><strong>Designing Radically Non-Linear Single Player Levels</strong> (<a href="https://www.youtube.com/watch?v=CTBor4rhnQs">YouTube</a>, <a href="https://gdcvault.com/play/1025883/Level-Design-Workshop-Designing-Radically">GDC Vault</a>)</td><td>2019</td><td>by Aubrey Serr; affordance theory for systemic non-linear sandbox <a href="/pages/-LtWYFZekhJoJoJ3_Rwm">layouts </a>via immersive sim examples.</td><td><a href="/files/yX6Csg4HT8vc8kQORoM3">/files/yX6Csg4HT8vc8kQORoM3</a></td></tr><tr><td><strong>'Hitman' Levels as Social Spaces: The Social Anthropology of Level Design</strong> (<a href="https://www.youtube.com/watch?v=SpRJuinc9AM">YouTube</a>, <a href="https://www.gdcvault.com/play/1025879/Level-Design-Workshop-Hitman-Levels">GDC Vault</a>)</td><td>2019</td><td>by Mette Podenphant Andersen; <a href="/pages/-LtWYFZekhJoJoJ3_Rwm">layouts</a> for non-linear sandbox maps in Hitman 2 (2018) as sociological spaces.</td><td><a href="/files/gQCPAhiuPSLop3hXStBR">/files/gQCPAhiuPSLop3hXStBR</a></td></tr><tr><td><strong>'Mooncrash': Resetting the Immersive Simulation</strong> (<a href="https://www.youtube.com/watch?v=rXm5zCdiNT0">YouTube</a>, <a href="https://gdcvault.com/play/1025732/-Mooncrash-Resetting-the-Immersive">GDC Vault</a>)</td><td>2019</td><td>by Rich Wilson; <a href="/pages/-MaDkqBpi_UPYnkXsToW">pacing</a> and progression for Prey (2017) DLC adapting the immersive sim into a semi-proc-gen roguelike.</td><td><a href="/files/qCr5wRIWwkASK0InwJbq">/files/qCr5wRIWwkASK0InwJbq</a></td></tr><tr><td><strong>Level Design in 'Hitman': Guiding Players in a Non-Linear Sandbox</strong> (<a href="https://www.youtube.com/watch?v=hc8_W2PERZE">YouTube</a>, <a href="https://gdcvault.com/play/1023849/Level-Design-in-HITMAN-Guiding">GDC Vault</a>)</td><td>2016</td><td>by Mette Podenphant Andersen and Jacob Mikkelsen; tutorial and <a href="/pages/-MM-2684-LFUOiIoPXiI">wayfinding </a>for Hitman 1 (2016) Paris chateau level.</td><td><a href="/files/Gm6Z8gaGwgUs0l49uf95">/files/Gm6Z8gaGwgUs0l49uf95</a></td></tr><tr><td></td><td></td><td></td><td></td></tr></tbody></table>

## See also

* [GDC Extras archive at Archive.org](https://archive.org/details/gdcextras)
* [YouTube playlist: NYU Practice talks](https://www.youtube.com/playlist?list=PLAIAHfJvz15kI8Ow6UwWH0kI0cQqvLzzQ)


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://book.leveldesignbook.com/appendix/resources/talks.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
