Recommended talks
List / archive of level design talks and presentations, with links to videos and slides
Last updated
List / archive of level design talks and presentations, with links to videos and slides
Last updated
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. β = especially influential / famous
see also: How to make a level
2022
by Evan Hill; storytelling and pacing 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 (GDC Vault)
2022
by Simon-Albert Boudreault; abstract production process theory for iterating on layouts, how to run a design meeting.
2016
by Joel Burgess and Nathan Purkeypile; an authoritative primer to modular kit design, essential for environment artists.
Wayfinding and Storytelling (GDC Vault)
2015
by Brendon Chung; wayfinding and storytelling, but maybe more about flow. Lots of videos, slides not recommended.
β Everything I Learned About Level Design I Learned from Disneyland (GDC Vault)
2009
by Scott Rogers; the original theme park level design talk. Despite its influence, we disagree with much of it, see: Disneyland.
see also: Combat
Creating Conflict: Combat Design for AAA Action Games (GDC Vault)
2016
by Michael Barclay, Pete Ellis, Sam Howels; three talks on combat pacing, encounter design, and open world combat.
Community Level Design for Competitive CS:GO (YouTube (2014), GDC Vault, Archive.org)
2015
by Shawn "FMPONE" Snelling and Sal "Volcano" Garozzo; sightlines and readability in PvP maps for Counter-Strike.
2019
by Aubrey Serr; affordance theory for systemic non-linear sandbox layouts via immersive sim examples.
2019
by Mette Podenphant Andersen; layouts for non-linear sandbox maps in Hitman 2 (2018) as sociological spaces.
2019
by Rich Wilson; pacing and progression for Prey (2017) DLC adapting the immersive sim into a semi-proc-gen roguelike.
2016
by Mette Podenphant Andersen and Jacob Mikkelsen; tutorial and wayfinding for Hitman 1 (2016) Paris chateau level.