πŸ”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 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 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.

encounter design analysis of first area in Undead Burg from Dark Souls, see full study: Undead Burg (Dark Souls 1)

Single player studies

Analysis of various single player maps, usually highlighting pacing, storytelling, and encounter design.

pageSingle player studies

Multiplayer studies

Analysis for multiplayer maps and spaces, usually highlighting layouts, flow, and map balance.

pageMultiplayer studies

Real world

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

pageReal world studies

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