# Book 1, Process

- [How to make a level](/process/overview.md): Overview of general workflow and concepts for video game level design
- [Pre-production](/process/preproduction.md): How to plan a game level with mechanics, experience goals, and pillars
- [Pacing](/process/preproduction/pacing.md): Planning various activities and events for the player to experience during a level
- [Research](/process/preproduction/research.md): How to study, analyze, and breakdown other levels / real world reference
- [Worldbuilding](/process/preproduction/worldbuilding.md): How to conceptualize and design the fictional history of the game world
- [Scope](/process/preproduction/scope.md): general size and complexity of a project; validated through prototyping
- [Combat](/process/combat.md): designing physical conflict between player(s) and/or NPCs
- [Enemy design](/process/combat/enemy.md): prototyping different types of NPCs with specific behaviors, strengths, and weaknesses
- [Encounter](/process/combat/encounter.md): Continuous sequence of open-ended challenges; usually in combat with NPCs
- [Cover](/process/combat/cover.md): Shapes that block sightlines, offer protection in combat and stealth games
- [Map balance](/process/combat/balance.md): The player's options throughout the level, the fairness of where the player can go
- [Layout](/process/layout.md): How to draw a top-down floor plan for a level, with flow and typology
- [Flow](/process/layout/flow.md): How it feels to move through the level
- [Circulation](/process/layout/flow/circulation.md): how areas link to other areas, the "connectivity" of a map
- [Verticality](/process/layout/flow/verticality.md): vertical flow, how it feels to move upwards and downwards in a level
- [Critical path](/process/layout/criticalpath.md): the minimum / main player path to complete a single player level
- [Parti](/process/layout/parti.md): the core idea / concept of a layout
- [Typology](/process/layout/typology.md): Abstract layout patterns for level design, with concrete examples
- [Gates](/process/layout/typology/gates.md)
- [Blockout](/process/blockout.md): How to build a basic 3D version of the level with massing, metrics, wayfinding, and playtesting.
- [Massing](/process/blockout/massing.md): The feel and logic of the core structural shapes
- [Landscape](/process/blockout/massing/landscape.md): How to plan and sculpt 3D terrain for level design; painting, planting
- [Composition](/process/blockout/massing/composition.md): the overall visual arrangement and organization of shapes in a level; landmarks, vistas, approaches; also, why "leading lines" aren't real
- [Prospect-refuge](/process/blockout/massing/prospect-refuge.md): psychological / architecture theory about how people seek vantage and safety
- [Metrics](/process/blockout/metrics.md): The proportions and distances of the level, how big the level feels
- [Modular kit design](/process/blockout/metrics/modular.md): How to measure and design modular kits, 3D tilesets for building levels
- [Doom metrics](/process/blockout/metrics/doom.md): health and damage values, common sizes and dimensions for Doom maps
- [Quake metrics](/process/blockout/metrics/quake.md): player size and speed, health and damage values, common sizes and building dimensions for designing single player Quake 1 maps
- [Wayfinding](/process/blockout/wayfinding.md): player navigation, how to "guide" the player through a level
- [Playtesting](/process/blockout/playtesting.md): How to run a playtest, and then collect / analyze data
- [Player persona](/process/blockout/playtesting/persona.md): Different ways of classifying players and their motivations / long-term behavior
- [Scripting](/process/scripting.md): Objectives, triggers, puzzles
- [(stub) Navigation](/process/scripting/nav.md): different ways that NPCs and AI can move and path around levels
- [Doors](/process/scripting/doors.md): how to script and implement sliding / rotating wall panels (aka doors)
- [Lighting](/process/lighting.md): How to light a game level with functional lighting strategies
- [Three point lighting](/process/lighting/three-point.md): Photographic / cinematic lighting theory with three light types
- [D6 lighting](/process/lighting/d6-lighting.md): Spatial interior design lighting theory with six lighting strategies
- [Lighting for darkness](/process/lighting/darkness.md): how to light night / evening scenes for dark mood while preserving readability
- [Environment Art](/process/env-art.md): refining shapes and adding visual detail, while maintaining clarity and functionality
- [Shape and color psychology](/process/env-art/psychology.md): Bullshit design theories that link abstract visual phenomena to universal human behavior
- [Texturing](/process/env-art/texturing.md): covering 3D surfaces with 2D images
- [Storytelling](/process/env-art/storytelling.md): How to tell a story with level design
- [Optimization](/process/env-art/optimization.md): Diagnosing a level's performance problems and tuning it to run more smoothly
- [Release](/process/release.md): How to document and distribute a level
