# How to study a level

In a **case study**, an author conducts an analysis of a playable level or location.&#x20;

A good case study identifies design strengths and weaknesses, considers typical player behavior, and compares it to other levels and games. These critical design essays demonstrate how to apply a lot of concepts from the [Process](/process/overview.md) section of this book.

&#x20;   *For more on our recommended methodology, see* [*Research*](/process/preproduction/research.md)*.*

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This section is underdeveloped because right now we're focusing on finishing [**Book 1, Process**](/process/overview.md).
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<figure><img src="/files/4gmoyLuv4fcczjOMrAoX" alt=""><figcaption><p>encounter design analysis of first area in Undead Burg from Dark Souls, see full study: <a href="/pages/456CFGlnQYMNjUcHhJMf">Undead Burg (Dark Souls 1)</a></p></figcaption></figure>

## Single player studies

Analysis of various single player maps, usually highlighting [pacing](/process/preproduction/pacing.md), [storytelling](/process/env-art/storytelling.md), and [encounter design](/process/combat/encounter.md).

{% content-ref url="/pages/-MauFMANR47PctM95IOh" %}
[Single player studies](/studies/sp.md)
{% endcontent-ref %}

## Multiplayer studies

Analysis for multiplayer maps and spaces, usually highlighting [layouts](/process/layout.md), [flow](/process/layout/flow.md), and [map balance](/process/combat/balance.md).

{% content-ref url="/pages/-MauFaZuiLDXyBi\_Pw1E" %}
[Multiplayer studies](/studies/mp.md)
{% endcontent-ref %}

## Real world

Analyzing real world ("IRL") locations and structures from a level design perspective.

{% content-ref url="/pages/-MauFicTSloO6TGx7yBm" %}
[Real world studies](/studies/irl.md)
{% endcontent-ref %}


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