[HN Gopher] The Level Design Book
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       The Level Design Book
        
       Author : keiferski
       Score  : 290 points
       Date   : 2025-05-25 11:03 UTC (3 days ago)
        
 (HTM) web link (book.leveldesignbook.com)
 (TXT) w3m dump (book.leveldesignbook.com)
        
       | markus_zhang wrote:
       | Unfortunately level design has evolved into a complex indistrial
       | process. The earlier days from DOOM to Half-Life was a lot more
       | fun.
        
         | deadbabe wrote:
         | No worries, one promising use of LLMs is that we could describe
         | a level someday with all its key features and just have it
         | created fully formed, instantly!
         | 
         | Imagine a game mode where you as a player can just describe
         | what you want while the LLM builds something fun and
         | challenging! I think in simpler games such as Doom this should
         | be possible already.
        
           | monkaiju wrote:
           | Are you an llm?
        
             | deadbabe wrote:
             | why would I be an LLM
        
               | globalnode wrote:
               | use of grammar and overly excited? (or are you trying to
               | make a point? like look how bad LLM's are... hard to tell
               | on the inet. or x2 are you trying to emulate an llm to
               | see how many people you can catch?... its all so
               | confusing now)
        
               | deadbabe wrote:
               | I'm a human being
        
               | iamacyborg wrote:
               | [citation needed]
        
               | boredemployee wrote:
               | I think the confusion is here:
               | 
               | "...we (humans) could describe ..."
        
               | hyfgfh wrote:
               | that's what a LLM would say
        
           | hexasquid wrote:
           | I can believe we'd get a level, but I'm not ready to believe
           | we'd get something as refined as the undead burg (a case
           | study in the book).
        
           | sph wrote:
           | Trying not to mention LLMs in any Hacker News comment section
           | about anything challenge (impossible)
        
           | Cthulhu_ wrote:
           | "we could", but how many people can actually describe a level
           | with all its key features? It's not this easy. In your other
           | sentence you mention that the LLM builds "something fun and
           | challenging", but how would an LLM know what fun and
           | challenging is? You, the "prompt engineer", would have to do
           | that. An LLM can only replicate what it already knows,
           | meaning that level design would be copies of existing level
           | design instead of something creative and novel.
           | 
           | Sure, it can be done. But you can already generate levels and
           | environments generatively. How is AI going to be better at it
           | than a person that clicks around in the Unreal editor?
        
           | nativeit wrote:
           | That sounds awful. What's the actual point? If you don't
           | enjoy level design, do something else.
        
             | thesuitonym wrote:
             | Some people just can't understand that the process of
             | making art is enjoyable by itself. They think the product
             | is the hobby.
        
           | user432678 wrote:
           | Thankfully there's not enough money in hobby level design for
           | AI slop investment, so this won't happen.
        
           | rochav wrote:
           | I keep seeing comments like this and can't help but feel like
           | that would be like suggesting someone who makes pottery as a
           | hobby could make it way faster by just ordering the vase they
           | want from someone else; I imagine the fun part in this, as in
           | many other hobbies, is making it, because if just want to
           | play something someone else made, you can already do that,
           | can't you? Maybe it won't be exactly what you wanted, but the
           | LLM generated one won't also.
        
           | blargey wrote:
           | That's just procedural level generation with extra steps. Why
           | ask humans for input when you can just as easily ask the LLM
           | to generate a list of key-features that would be received
           | well by user_profile 400231862?
        
         | sandspar wrote:
         | Level design can still be an engaging hobby. In fact there's
         | never been a better time to be a hobbyist level designer. Never
         | before have amateurs had access to so much tools, education,
         | and resources.
        
           | LinuxAmbulance wrote:
           | Except if you want to do level design for existing AAA FPS
           | games other than Counter-Strike, the days where user maps and
           | modding were allowed have come and gone long ago.
           | 
           | There's nothing out there like there was for Counter-Strike
           | 1.6.
        
         | kridsdale1 wrote:
         | Good thing those are still around.
         | 
         | I had a blast making levels and sharing them in BBS and FTP
         | servers 1996-2002.
        
         | vkazanov wrote:
         | Well, there's always Trenchbroom + Quake 1 + community = the
         | incredible, amazing Arcane Dimensions.
        
           | krige wrote:
           | I cannot stress enough how artful, imaginative and incredibly
           | fun Arcane Dimensions is - while still being very much Quake
           | 1.
        
             | quakeguy wrote:
             | Thank you very much!
        
       | userbinator wrote:
       | _Game_ level design, to be precise; those who have been doing
       | electronics and struggled with level-shifting between all the
       | various standards are forgiven for thinking this was about
       | something else.
        
         | atoav wrote:
         | That would probably be called _amplifier design_ then,
         | attenuating signals is a comparatively simple problem (although
         | in RF anything that seems simple can become black magic
         | wizardry).
        
         | Cerium wrote:
         | Ah, also not: "design of organizational job levels".
        
         | stronglikedan wrote:
         | And here I was thinking it was about designing a tool one would
         | find at Home Depot.
        
       | mmooss wrote:
       | Who wrote this book? I don't see that information.
       | 
       | The Internet is an odd place. Imagine a printed book without an
       | author listed (even 'anonymous', which is a rare edge case).
       | Imagine a non-fiction book without a clear thesis, and one stated
       | up front.
       | 
       | In addition, we are overwhelmed with information and options on
       | the Internet in ways humans with only printed material couldn't
       | imagine. We need these things - especially theses clearly stated
       | up front - even more. I'm not willing to read things without it -
       | I just have too much to read and too little time.
        
         | Cyphase wrote:
         | There's this: https://book.leveldesignbook.com/appendix/about
         | 
         | I agree it should be easier to find, e.g. an About link in the
         | main nav.
        
           | mmooss wrote:
           | Thank you. How did you find it?
           | 
           | For others:
           | 
           |  _Core authors / editors_ ...
           | 
           |  _Robert Yang is the founder of this project. As an indie
           | game developer, he is most well-known for his Radiator games
           | about sexuality and intimacy. In the past, he also
           | contributed levels to projects like Black Mesa Source, and
           | conducted interviews with level designers for Rock Paper
           | Shotgun. (https://debacle.us)_
           | 
           |  _Contributors_ ...
           | 
           |  _Andrew Yoder has worked on Paladins and Warframe, and
           | specializes in multiplayer social spaces and combat design._
        
             | Cyphase wrote:
             | I clicked into the Overview from the Book menu in the main
             | nav. That only shows the sections in "Book 1, Process", not
             | books 2-4 and the appendix.
             | 
             | Overview took me into the content, which has a sidebar; I
             | scrolled to the bottom of that and found the link to the
             | page. It took me a moment to realize it did show that info
             | about the author/contributor.
        
       | tonyhart7 wrote:
       | I want create a game
        
         | soulofmischief wrote:
         | Look around for game jams, short competitions where you don't
         | have to worry about perfection and can just dig into the
         | process of making a game. After a few of those, you'll have all
         | the base skills you need to tackle something bigger.
        
           | thesuitonym wrote:
           | One thing I've never understood, as someone who only has a
           | passing curiosity in game design, is how people learn from
           | them? It always seemed to me that the whole idea was 'Here's
           | a theme, make a game.' But if you don't know how to make a
           | game, where does the knowledge come from? I get you can do
           | independent study, but you could do that without a game jam.
           | 
           | Don't get me wrong, I understand the appeal of game jams, I
           | just don't understand why I see it offered as a learning
           | experience so frequently, as opposed to a practice
           | experience.
        
             | zovirl wrote:
             | I learned an enormous amount from in-person game jams by
             | chatting with other game developers at the event, most of
             | whom were more skilled than I was. I've also found game
             | jams made it easier find collaborators, easier to get
             | feedback from other designers, and easier to see how other
             | people approach the same theme.
             | 
             | > But if you don't know how to make a game, where does the
             | knowledge come from?
             | 
             | If you're at the stage where you feel like you don't know
             | how to make a game, you might find value in doing the
             | exercises from the book "Challenges for Game Designers" by
             | Brathwaite & Schreiber.
        
         | mclau157 wrote:
         | Godot software is free and very easy to do the "blocking"
         | method in this article, there are nodes called CSGBox3D which
         | are resizable boxes with collision that you can drag, rotate,
         | etc. and box out your world
        
           | thal3s wrote:
           | I can never say enough good things about the Godot engine.
        
       | mvanga wrote:
       | Does anyone know if there is something similar for 2D
       | platformers?
        
         | nickledave wrote:
         | https://news.ycombinator.com/item?id=44115494
        
       | doshaa wrote:
       | cool
        
       | xdkyx wrote:
       | There was a fantastic resource about Multiplayer Level design
       | from David "DavidM" Munnich. Although done in Unreal Tournament
       | context it was really informative. I don't know if it's still
       | available (could not find it), taking into consideration it was
       | hosted at the defunct planetunreal I doubt it survived.
        
         | Cthulhu_ wrote:
         | That's the one I was thinking of too, but also, how relevant is
         | that still today? "Levels" in various categories of video games
         | have evolved far beyond the fairly basic arenas of the UT /
         | Quake era.
        
           | amlib wrote:
           | In terms of geometry density (detail) they have definitely
           | improved by many orders of magnitude but in terms of layout I
           | think most games have actually gone backwards with vastly
           | simple levels to navigate. That (exagerated) meme about level
           | design in 2010 is still fairly relevant [1].
           | 
           | [1] https://imgur.com/a/LfZouTK
        
         | hnlauncher wrote:
         | I think I found them on the wayback machine here:
         | https://web.archive.org/web/20040603010041/www.planetunreal....
         | 
         | Are they the ones you're talking about?
        
         | keyringlight wrote:
         | Another one is Sjoerd "Hourences" De Jong, a lot of UE3/4 era
         | stuff, which was around the era Epic made their engine widely
         | available
         | 
         | http://www.hourences.com (no https on the site)
        
       | nathan_compton wrote:
       | I need this for 2D level design.
        
         | nickledave wrote:
         | Same. Anyone know of a similar book for 2D level design?
         | 
         | Some random search results:
         | 
         | - https://www.tadeasjun.com/blog/2d-level-design/ mostly talks
         | about Celeste
         | 
         | - GDC talk from Maddy Thorson linked from that post:
         | https://www.youtube.com/watch?v=4RlpMhBKNr0
         | 
         | - previous HN post (original link seems to be dead) with links
         | to other talks: https://news.ycombinator.com/item?id=20177157
        
           | rendaw wrote:
           | Not a book, but Cave Story is interesting because the first
           | areas in the game are too large and shapeless, but later
           | areas are very well defined. I feel like the author went
           | through some sort of level design progression while making
           | the game.
        
           | nickledave wrote:
           | Found this paperwork on a framework for platformer level
           | design: https://eis.ucsc.edu/papers/smith-sandbox-08.pdf
        
         | Sharlin wrote:
         | I've been reading "Level Design: Concept, Theory, & Practice"
         | by Kremers. It's a dead-tree book, and more of a theoretical
         | treatise on all kinds of level design concepts, tropes and
         | patterns rather than a hands-on guide, but might still be of
         | interest to you.
        
         | diggan wrote:
         | Seems a lot of it applies to 2D levels too, I did some quick
         | skimming and didn't see anything that jumps out as not being
         | applicable for 2D levels. Anything in particular that seems
         | very 3D focused? I know the images happen to be 3D, but most of
         | it is basically the same for 2D.
        
       | mentos wrote:
       | I often wonder if game level designers now play it too safe much
       | like the movie industry does with its proven plot points.
       | 
       | I think about classic maps like de_dust being the Mrs Doubtfire
       | of game level design..
        
         | ChrisfromLees wrote:
         | "the Mrs Doubtfire of game level design"
         | 
         | I love that line
        
         | diggan wrote:
         | > about classic maps like de_dust
         | 
         | AFAIK, de_dust (and de_dust2) were hastily thrown together by a
         | young amateur (not in a bad way) map maker, not a professional
         | and carefully designed + user tested level.
         | 
         | So maybe what we need more of, are designers and developers
         | throwing shit together with less analytics behind their
         | choices? It does seem like the more data-driven a decision is,
         | the safer but also more "boring" it becomes.
        
           | feoren wrote:
           | Yes: there are no "average gamers". Everybody gets something
           | different out of games, and the beauty of early HL1 online
           | play is that there was something for everyone. Severs that
           | were AWP-only playing sniper-focused maps; servers where AWPs
           | were banned. Servers that only ever played de_dust; servers
           | that only played crazy user-made maps. Team Fortress Classic
           | and Counterstrike and HL1 Deathmatch and Science & Industry
           | and so many more variants that I've forgotten playing. And
           | what one player wants to play changes with their mood and the
           | phases of the moon. As long as there were at least 9 other
           | people interested in what you felt like messing around with
           | in that instant, you could do it.
           | 
           | If you make a game based on average metrics, you get a
           | single, average experience. If you make a game for the
           | average player, you make a game for nobody. (Although you do
           | seem to make a lot of money ...)
        
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       (page generated 2025-05-28 23:01 UTC)