leveldesignbook.com valid
The Level Design Book
For agents: Free open book on 3D video game level design: process overview, preproduction, pacing and what a level is, for designers of all levels and engines.
level designvideo gamesgame designgame developmentpacingpreproduction
Their llms.txt
The beginning of the file, from our validated copy saved 2026-10-23T19:06:47.669Z. Cached copy · Source on leveldesignbook.com
# The Level Design Book
## The Level Design Book
- [The Level Design Book](https://book.leveldesignbook.com/master.md): The Level Design Book gathers level design knowledge for 3D video games in an approachable, up-to-date, and critical way. It is for designers of all experience levels and game engines.
- [What is level design](https://book.leveldesignbook.com/introduction.md): What is a level, what is level design, and how to use this book
- [How to make a level](https://book.leveldesignbook.com/process/overview.md): Overview of general workflow and concepts for video game level design
- [Pre-production](https://book.leveldesignbook.com/process/preproduction.md): How to plan a game level with mechanics, experience goals, and pillars
- [Pacing](https://book.leveldesignbook.com/process/preproduction/pacing.md): Planning various activities and events for the player to experience during a level
- [Research](https://book.leveldesignbook.com/process/preproduction/research.md): How to study, analyze, and breakdown other levels / real world reference
- [Worldbuilding](https://book.leveldesignbook.com/process/preproduction/worldbuilding.md): How to conceptualize and design the fictional history of the game world
- [Scope](https://book.leveldesignbook.com/process/preproduction/scope.md): general size and complexity of a project; validated through prototyping
- [Combat](https://book.leveldesignbook.com/process/combat.md): designing physical conflict between player(s) and/or NPCs
- [Enemy design](https://book.leveldesignbook.com/process/combat/enemy.md): prototyping different types of NPCs with specific behaviors, strengths, and weaknesses
- [Encounter](https://book.leveldesignbook.com/process/combat/encounter.md): Continuous sequence of open-ended challenges; usually in combat with NPCs
- [Cover](https://book.leveldesignbook.com/process/combat/cover.md): Shapes that block sightlines, offer protection in combat and stealth games
- [Map balance](https://book.leveldesignbook.com/process/combat/balance.md): The player's options throughout the level, the fairness of where the player can go
- [Layout](https://book.leveldesignbook.com/process/layout.md): How to draw a top-down floor plan for a level, with flow and typology
- [Flow](https://book.leveldesignbook.com/process/layout/flow.md): How it feels to move through the level
- [Circulation](https://book.leveldesignbook.com/process/layout/flow/circulation.md): how areas link to other areas, the "connectivity" of a map
- [Verticality](https://book.leveldesignbook.com/process/layout/flow/verticality.md): vertical flow, how it feels to move upwards and downwards in a level
- [Critical path](https://book.leveldesignbook.com/process/layout/criticalpath.md): the minimum / main player path to complete a single player level
- [Parti](https://book.leveldesignbook.com/process/layout/parti.md): the core idea / concept of a layout
- [Typology](https://book.leveldesignbook.com/process/layout/typology.md): Abstract layout p
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