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.
A good case study identifies 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 section of this book.
For more on our recommended methodology, see Research.
This section is underdeveloped because right now we're focusing on finishing Book 1, Process.
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.