π¦Level design as culture
Thinking about level design more broadly, as history / community
Video games are always changing. This means that level design is also always changing. The "Culture" section of this book seeks to understand patterns and trends in level design:
What does "level design" mean to different people?
How do other disciplines and industries relate to level design?
What are other ways to think about level design, beyond a "craft" lens?
Currently, this section is not the main focus of the project. We want to finish Book 1, Process first.
However, we do have a few pages here to give you a sense of what we're aiming for -- a mix of historical analysis, research, and cultural criticism.
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