How to study a level
Close readings and studies of influential / interesting maps and levels
In a case study, an author conducts an analysis of a playable level or location. They identify strengths and weaknesses, consider typical player behavior, and compare it to other levels and games. These critical design essays demonstrate how to apply a lot of concepts from the Process section of this book.
This section is still very much under construction, but for now we have three case studies:

Single player

Single player maps, usually highlighting pacing, storytelling, and encounter design.


Multiplayer maps and spaces, usually highlighting layouts, flow, and map balance.

Real world

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