# Level design as culture

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?

{% hint style="warning" %}
Currently, this section is not the main focus of the project. We want to finish [**Book 1, Process**](/process/overview.md) first.
{% endhint %}

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.

* [History of the level designer](/culture/history-level-designer.md)
* [History of encounter design](/culture/unfinished-pages/history-encounter-design.md)
* [Zero player level design ](/culture/zero-player.md)


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