If I had to choose, I could say that the four best free resources for game level design are The Level Design Book, World of Level Design, Tommy Norberg’s LevelDesignTechniques, and Alexander Kullman’s “In Pursuit of Better Levels.” Together they cover everything a self-taught level designer needs: theory, engine practice, technique vocabulary, and research-backed judgment. None of them costs anything, and all four are built by people who ship or teach levels for a living.
This applies to you if you’re starting from zero, switching into level design from another discipline, or already working in games and trying to fill gaps in your foundations. If you want a comparison of what each resource does best, where each one falls short, and a sequence for using them, that’s what the rest of this article provides — plus how to turn that study into portfolio evidence studios can actually evaluate.
Mid-October, by the way, is the right week to be reading this. Blocktober is running, level designers everywhere are posting their rough blockouts next to finished levels, and the gap between the two is exactly what these four resources teach you to close.
⚡ Quick Summary
- The Level Design Book — free, volunteer-run online book for theory, process, and case studies. Start here if you’ve never studied level design formally.
- World of Level Design — Alex Galuzin’s tutorial archive dating to 2008, covering Unreal, UDK, CryEngine, and Source. Start here if you learn by building.
- Tommy Norberg’s LevelDesignTechniques — a working reference of techniques organized around spaceplanning, gameplay, and composition. Start here if you think visually.
- Alexander Kullman’s “In Pursuit of Better Levels” — a free 127-page writeup grounded in cited level design research, cognitive science, and architecture. Start here if you want the reasoning behind the rules.
- All four are completely free. The constraint is never access — it’s building enough small, playtested blockouts to turn reading into judgment.
What Level Design Actually Asks of You
Level design is the practice of planning and building spaces for video games. That definition comes from the community-run Level Design Book, and it’s worth pausing on, because every word is doing work. Planning. Building. Spaces. You’re not painting backdrops — you’re deciding where a player walks, what they see when they turn a corner, and how quickly they understand a place.
That’s a strange skill set to acquire. Half of it is architecture: sightlines, circulation, scale, the way a room reads before anyone explains it. The other half is invisible — pacing, difficulty curves, teaching a mechanic without a tutorial popup. No single course covers both well. Which raises the question of whether free resources can.
They can, for one specific reason: the printed level design book is a dying format. The Level Design Book’s own introduction argues that print tends to doom level design books to obsolescence within a few years, because the discipline keeps moving. The knowledge that survives lives online, updated by working designers, and much of it is free. What costs money is rarely the knowledge — it’s packaging.
There’s a second reason free works here, and it matters more. Level design is assessed on evidence, not credentials. A lead reviewing your application can’t verify what you read. They can verify whether your blockout controls a player’s attention, whether your layout survives a playtest, and whether your iteration notes show you understood why version two beat version one. Those are things you build, not things you buy.
🤖 Technical Definition: Level design is the practice of planning and building playable spaces for video games, spanning layout, flow, pacing, and encounter placement, typically prototyped as a blockout (also called whitebox, graybox, or blockmesh) built from primitive geometry before final art is applied.
So the honest framing for this list: four free resources, each covering a different layer of the craft, with real limitations I’ll name rather than hide.
The 4 Best Free Level Design Resources at a Glance
| Resource | Best For | Format | Main Limitation |
|---|---|---|---|
| The Level Design Book | Theory, process, history, case studies | Free online book (CC BY-NC-SA) | Still under construction; no engine/tool tutorials |
| World of Level Design | Engine practice, blockouts, workflows | Tutorial archive since 2008 | Recent focus leans toward environment art; older engine content |
| Tommy Norberg’s LevelDesignTechniques | Technique vocabulary, visual breakdowns | Free reference site + social threads | Image-led format can oversimplify player psychology |
| Alexander Kullman’s “In Pursuit of Better Levels” | Research-backed design judgment | Free 127-page writeup | Dense; no substitute for hands-on building |
Read the table as a dependency chain, not a ranking. Theory tells you what matters. Tutorials get your hands on the tools. Technique pages give you names for what you’re seeing. The writeup explains why any of it works. Skip a layer and the others wobble.
💡 Matt’s Take
Notice what all four resources have in common: none of them sell a shortcut. A free community book, a seventeen-year tutorial archive, a working designer’s reference site, a senior designer’s self-funded research document. As editorial analysis, I’d argue this is the real lesson — the people building durable level design education are doing it for the craft, and the material they produce happens to outlast most paid courses. Choose teachers who show their process, not their promises.

Resource 1: The Level Design Book — Theory That Stays Current
Start here. If you’ve never formally studied level design, this is the foundation, and it’s free in the most serious sense: a nonprofit volunteer project, published under a Creative Commons BY-NC-SA 4.0 license, with an explicit promise on the site that it will never be paywalled and that all translations and copies must also remain free. The book’s authors page credits Robert Yang as founder — an indie developer known for the Radiator games, who also contributed levels to Black Mesa Source — alongside contributors like Andrew Yoder, whose credits include Paladins and Warframe.
What’s inside is structured like a curriculum rather than a blog. The Process section covers core workflows and the language of the discipline, which the book itself flags as essential for beginners and students. Case studies take apart real levels — the annotated path diagrams through Dark Souls’ Undead Burg are the kind of figure you’ll go back to — and the histories section traces where the craft actually came from. There’s even a notes-for-educators page, which tells you something about who relies on it.
Two honest caveats. First, the book states plainly that it’s heavily under construction; some pages are thin, and structure may change. That transparency is a feature, not a bug — you always know where you stand. Second, it’s a theory book. It will not teach you Unity or Unreal. It teaches you what to build and why, then points you toward a tools appendix listing level editors and moddable games so you can go build it.
For a beginner, that division of labor is exactly right. Trying to learn theory and a full engine at the same time splits your attention until neither sticks. Read first. Build second. The book is also worth following over time — its maintainers intend to keep updating it as the discipline evolves, which no printed level design book can promise.
Resource 1: The Level Design Book — Pros & Cons
Pros:
- Free in the strictest sense: CC BY-NC-SA 4.0 license, an explicit no-paywall promise, and translations that must also stay free
- Structured like a curriculum, not a blog — Process, Case Studies, and Histories sections, plus a notes-for-educators page you can use as a self-study syllabus
- Maintained online, so it updates with the discipline instead of going stale like printed level design books
- Case studies use annotated diagrams (the Dark Souls Undead Burg path breakdown) rather than vague screenshots
Cons:
- Heavily under construction — some pages are thin, and the maintainers say so openly
- Zero engine or tool tutorials; you’ll need another resource to build anything
- Volunteer-run, so update pace depends on contributor availability
- Depth varies by section, so it works better as a structured read than as a reference you dip into randomly
🔧 Pro Tip: Use the Book’s Educator Notes as a Free Curriculum
Most readers skip The Level Design Book’s “Notes for Educators” page. Don’t. It maps how to sequence the book’s chapters for classroom teaching, which doubles as a self-study order: read the chapter list as a syllabus, do the suggested exercises in order, and you get a structured course instead of random browsing.

Resource 2: World of Level Design — Learn by Building
Theory without tools goes nowhere, and this is where World of Level Design earns its place. Alex Galuzin, a self-taught level designer turned 3D instructor, has been publishing tutorials on the site since 2008. Hundreds of them. The archive tracks the industry’s tool history — UDK, CryEngine, Source, then Unreal Engine 4 and 5 — along with 3D modeling, preproduction planning, and workflow fundamentals.
The site’s clearest teaching asset for new level designers is its Blocktober quick-start guide, which defines the blockout better than most paid courses manage. A blockout — also called a blockin, whitebox, graybox, or blockmesh — is the phase where you build your level from primitive shapes: cubes, planes, cylinders. No textures. No props. Your only jobs are layout, size, scale, proportions, and composition, plus flow, pacing, and playable space if the level needs to actually run. Galuzin’s framing has stuck with a generation of designers precisely because it’s this concrete.
Galuzin also wrote Preproduction Blueprint, a planning methodology for environments and levels that shows up on nearly every “what should I read” thread in level design communities — and his tutorial philosophy is worth absorbing even when the specific engine content ages: plan before you build, block out before you polish, finish what you start.
Be aware of the site’s current shape. Recent output leans toward game environment art, with a Patreon offering asset collections and modular environment courses. The free level design archive remains online and valuable, but the newest material serves environment artists more than pure level designers. For blockout discipline and workflow habits, though, the fundamentals don’t expire. A 2015 tutorial about planning a layout teaches planning; the screenshots just have an older engine version.
Resource 2: World of Level Design — Pros & Cons
Pros:
- Practice-first: hundreds of tutorials that get your hands on an actual editor, not just theory
- The clearest blockout definition available free — its Blocktober quick-start guide alone justifies a bookmark
- Spans the industry’s tool history (UDK, CryEngine, Source, Unreal), so the workflow thinking transfers to whatever engine you use next
- Galuzin’s preproduction planning methodology is the site’s underrated gem and shows up in nearly every community reading list
Cons:
- Recent output leans toward environment art and Patreon asset collections, not pure level design
- Older tutorials reference dated engine versions — the principles hold, the screenshots don’t
- It’s an archive, not a sequence; there’s no guided path from your first blockout to your tenth
- Mixed depth across 17 years of content, so expect some archaeology to find the good material
💡 Matt’s Take
Here’s my read on the engine question I hear most: Unreal or something smaller to start? Go where the tutorials are. When Galuzin’s archive was built, it tracked UDK, CryEngine, and Source as those tools shipped real games — the workflow thinking transferred then, and it transfers now. Learning blockout discipline in whatever engine WoLD currently documents will cost you nothing, and the layout and preproduction habits will follow you to any engine you touch afterward. Don’t stall on the choice. The engine is a tool; the blockout is the skill.

Resource 3: Tommy Norberg’s Level Design Breakdowns
Some people learn from chapters. Others learn from diagrams with arrows on them. If you’re the second kind, Tommy Norberg’s site is your resource.
Norberg is a level designer by trade, with a career that has run through scripter, world designer, game designer, level designer, and lead level designer roles — he was lead level designer on the co-op portion of Starbreeze’s Syndicate — and he now teaches level design at The Game Assembly in Sweden. He’s probably best known for his social media breakdowns: annotated game images and threads explaining spatial design decisions, like why breaking sightlines stays central to world building, that circulate constantly in level design circles.
His site’s centerpiece is LevelDesignTechniques, which he describes as “a wikipedia of sorts.” The organizing idea is borrowed from Vitruvius, the Roman architect who argued every building needs firmitas, utilitas, and venustas — strength, utility, beauty. Norberg translates these into the three core values of level design: spaceplanning, gameplay, and composition. Under those he nests an actual reference library: flow and rhythm and core loops under gameplay; leading lines, focal points, rule of thirds, symmetry, silhouettes under composition; believability, optimization, sightline-blocking under spaceplanning. There’s a section on how players mentally map game worlds — landmarks, nodes, hubs, edges, the golden path — that leans on urban planning’s classic ideas about how people read cities.
One entry deserves special mention, because it cuts against common advice. Norberg argues “function before form” should be abolished as an idiom: all three values have to walk hand in hand for a level to work. It’s a strong position, and it’s the kind of opinion you can actually test against your own blockouts.
Fair balance, since this article is about credible sources: even The Level Design Book’s own recommended-reading page acknowledges Norberg’s influence while cautioning that the image-heavy format can oversimplify player psychology and flatten nuance. That criticism is worth holding onto. Diagrams compress truth to make it teachable. Use his pages as a vocabulary and a checklist, then verify against your own playtests. He’s also been at work on a book, Building Game Worlds, based on those popular breakdown threads — worth watching for, not yet a substitute.
Resource 3: Tommy Norberg’s LevelDesignTechniques — Pros & Cons
Pros:
- Fastest lookup format in level design education: every technique named, defined, and shown visually
- The Vitruvian framework (spaceplanning, gameplay, composition) makes the whole discipline memorable instead of a pile of disconnected tips
- Written by a shipping lead level designer (Starbreeze) who now teaches the craft at The Game Assembly — it’s a working professional’s mental model
- Grows continuously as a free reference, and his social threads extend it with current breakdowns
Cons:
- The image-led format can oversimplify player psychology — a limitation even The Level Design Book’s reading list flags
- It’s an encyclopedia, not a course; there’s no prescribed order, so beginners can wander
- Some material lives in social threads rather than the site itself, so it’s not fully consolidated
- His forthcoming Building Game Worlds book is still in development, so the site remains a collection rather than a finished system

Resource 4: Alexander Kullman’s “In Pursuit of Better Levels”
The first three resources teach you what level design is and how practitioners think. Alexander Kullman’s writeup does something rarer: it shows the reasoning underneath, with receipts.
Kullman is a senior game and level designer with six years shipping multiplayer and open-world content — owning locations from macro blockouts down to cover placement and narrative set dressing. For this document, he spent three months researching level design knowledge, cognitive science, and architecture, then combined what he found with his own solutions. The result is a 127-page guide called “In Pursuit of Better Levels,” free on his site, with sources cited inside the document itself.
That last detail separates it from almost everything else in this space. Most level design advice — including plenty on this very page — is craft wisdom: accumulated experience, valuable but hard to audit. When Kullman tells you something about how players read space or remember layouts, the citation is right there. You can disagree with his conclusions after checking the underlying research. For designers who want to move from following rules to understanding them, this is the bridge.
The format suits that goal. It’s a dense working document, not a course with videos and exercises. Read it after you’ve blocked out a few levels, not before — the sections on cognition and architecture hit differently once you’ve felt a player ignore your carefully placed landmark for the third time.
Kullman also publishes shorter, bite-sized level design tips on LinkedIn, which work as a low-commitment preview of his thinking before you commit to the full document.
Resource 4: Alexander Kullman’s “In Pursuit of Better Levels” — Pros & Cons
Pros:
- Sources are cited inside the document — you can audit or challenge every claim instead of taking it on faith
- Bridges the gap most guides skip: how research in cognitive science and architecture actually connects to shipping decisions
- 127 pages of condensed judgment from a senior designer with six years on multiplayer and open-world content
- Free bite-sized tips on LinkedIn work as a low-commitment preview of the full writeup
Cons:
- Dense working document with no exercises, videos, or structured practice — you bring the hands-on part yourself
- Best read after you’ve built some blockouts; early-stage beginners may find the research sections abstract
- Single-author perspective, even though it’s researched and sourced
- Reads as a reference for judgment rather than a start-to-finish method
🔧 Pro Tip: Mine the Writeup’s Source List
Kullman cites his research sources inside the document itself. When a claim about player attention or spatial memory surprises you, follow that citation before accepting it — the writeup is a gateway to the primary literature on cognition and architecture, and reading even two of those sources puts you ahead of designers who only repeat forum wisdom.
How to Combine These Free Level Design Resources
Used in sequence, the four resources reinforce each other. Used in parallel, they tend to dissolve into browser tabs. Here’s a pattern that works.
Weeks 1–2: vocabulary. Read The Level Design Book’s introduction and Process section. Don’t touch an engine yet. Write down every term you can’t define — golden path, pacing, flow, readability — because you’re about to need them.
Weeks 3–6: hands. Pick an engine — Unreal is free and best covered by World of Level Design’s material — and block out small spaces: one room, then a corridor loop, then a two-floor space with a choice. The scale of the challenge matters less than finishing. Norberg’s technique pages become your reference during this phase: something in your layout feels wrong, you look up sightlines or landmarks, you find the term, you find the fix.
Weeks 7–12: judgment. Now read Kullman’s writeup end to end. With a dozen blockouts behind you, his research-backed sections stop being abstract and start explaining things you watched players do. This is also when you revisit The Level Design Book’s case studies, because you’ll finally read them the way working designers do: looking for decisions, not descriptions.
Throughout: keep notes. A one-page document listing each blockout, what you tested, and what changed is the beginning of a portfolio. It’s also the beginning of judgment — patterns in your own mistakes teach faster than any external resource.
div style=”border:2px solid #64748b; padding:20px 24px; border-radius:8px; margin:30px 0; font-family:sans-serif; background:#ffffff;”>⚔️ Myth vs. Reality
Myth: You should finish all four resources before building anything.
Reality: Reading without building produces vocabulary, not skill. The resources interleave: read one LDB chapter, sketch the layout it describes, block it out in an engine, then check Norberg’s technique pages to name what went wrong. A single loop like that teaches more than a month of passive reading.

From Study to Proof: Practice, Blocktober, and Your Portfolio
Knowing the theory and producing evidence are different activities, and only one of them gets you hired.
Blocktober is the level design community’s annual answer to the gap. Since 2017 — game designer Michael Barclay started the hashtag on Twitter, on the argument that “level blockouts are art” — level designers have spent each October posting work-in-progress blockouts alongside the final shipped levels. You can follow the event through the official Blocktober account. The format is deceptively educational: seeing a crude graybox next to its finished version trains your eye to find the design decisions that survived.
For practice, adopt the constraint Blocktober implies. One month, multiple small blockouts, posted publicly with your reasoning. A game jam works too — deadline pressure plus a team plus a playable result is the closest simulation of studio level design that exists outside a studio.
⚔️ Myth vs. Reality
Myth: A portfolio of beautiful in-game screenshots proves you can design levels.
Reality: A screenshot proves art direction, not design. What a lead or hiring manager can actually assess is a blockout shown next to its final version, a heatmap or path trace from playtests, and a short note on what you changed after those tests. The process is the proof. That is what gets read.
Then there’s the portfolio question — what actually persuades a lead or hiring manager. Not screenshots. A screenshot proves someone made nice art, and in a team context it may not even prove it was you. What they can assess:
- A blockout shown beside its final version, proving you carried a design from primitives to completion
- Player path data or heatmaps from playtests, proving you tested rather than assumed
- Short notes on what changed between versions and why, proving you can articulate design reasoning
- Levels built for a shipped jam game or mod, proving you’ve worked inside someone else’s constraints and shipped anyway
Notice that every item is evidence of process. That’s the difference between admiring level design and being able to do it on a team, on a deadline, with other people’s systems. Saying it is not enough.
Documented Practitioner Perspectives
This article is built on free public resources, so it’s fair to ask what working studios actually do with these ideas. The clearest documented example comes from Blocktober itself.
In 2024, CD Projekt Red published a Blocktober series documenting the level design of Cyberpunk 2077: Phantom Liberty. A conversation with Miles Tost, lead level designer on the expansion, sparked a cross-team summer project: five weekly posts, each contrasting two blockout-stage images from a level with the same two perspectives in the final game. Each post carried quotes from the level designers involved — Bartłomiej Pyrko and Marta Dobińska among them — explaining the blockout and creation process behind the memorable environments.
Read those quotes and one thing jumps out: the designers talk about problems. Adjusting a layout when an idea fights the space. Protecting a level’s identity while gameplay requirements shift underneath it. Iteration treated as routine, not failure.
Other studios have used the same window to show the same honesty. Asobo’s Laura Mas Maury shared A Plague Tale: Requiem blockouts against finished scenes; Naughty Dog and Respawn designers did the same for The Last of Us Part 2 and Star Wars Jedi: Survivor. The pattern repeats because it’s true everywhere: the blockout is where the design happens.
Finally, community endorsement of exactly this resource set is public and recent. In October 2026, level designers including Felipe Fleming and Ashley Wiggins shared posts recommending these four resources — the community book, the tutorial archive, Norberg’s breakdowns, and Kullman’s writeup — as the material that shaped their own level design journeys. That’s not a controlled study. It is, however, a decent signal of what the working community keeps sending people back to.
💡Matt’s Take
The CD Projekt Red Blocktober posts stand out to me for one reason: the designers’ quotes are about problems, not triumphs. Adjusting a blockout when an idea fights the space, protecting a level’s identity while gameplay demands change. That’s what working level design sounds like. As my editorial interpretation, if you only study one practitioner example this month, study how they frame iteration as normal — not heroic. Careers are built on tolerance for the third version.
Key Takeaways
- The four best free level design resources split the discipline cleanly: The Level Design Book for theory, World of Level Design for engine practice, Norberg’s LevelDesignTechniques for vocabulary, and Kullman’s writeup for research-backed judgment.
- Free works here because the discipline’s knowledge lives online in maintained, community-run form — printed level design books tend to obsolesce within a few years.
- A blockout is where design skill actually shows: primitive geometry establishing layout, scale, flow, and composition before any art exists.
- Sequence matters. Reading theory, then building small blockouts, then studying the research behind the rules builds judgment faster than consuming all four resources passively.
- Portfolio proof is process evidence — blockout-to-final comparisons, playtest data, iteration notes — not screenshots.
- Blocktober, running every October since 2017, gives you both a practice structure and a public record of your progress.
🎯 Your Action Plan
- This week: Read The Level Design Book’s introduction and Process section, then pick one engine (Unreal’s editor is free) and block out a single room with one entrance, one exit, and one decision point. Playtest it yourself.
- This month: Build three more small blockouts, each targeting one technique from Norberg’s pages — sightlines first, then landmarks, then pacing — and document each with a before/after screenshot and a note on what the playtest changed.
- This quarter: Read Kullman’s writeup end to end, join the next Blocktober or a game jam, and publish two blockout-to-final breakdowns. That pair becomes the first real entries in your level design portfolio.
Conclusion
You don’t need a budget to learn level design. You need The Level Design Book for foundations, World of Level Design for tools and blockout discipline, Tommy Norberg’s technique pages for a working vocabulary, and Kullman’s writeup for the reasoning beneath the rules. Four free resources, one dependency chain, and a practice habit that turns reading into demonstrable skill.
The gap between knowing this and using it closes with one action. Open The Level Design Book’s Process section today, block out a single room this week, and playtest it. Then share the result — Blocktober is the perfect excuse, and the level design community has a long track record of meeting beginners who show their work with generosity. Your first blockout won’t be good. Post it anyway.
QUIZ BEST LEVEL DESIGN RESOURCES
Quiz: How Well Do You Know Your Free Level Design Resources?
Twenty questions on blockouts, Blocktober, the Vitruvian virtues, and the four resources covered in this article. Everything you need was on the page — but can you recall it under pressure?
Time limit: 10 minutes
Quiz Completed!
Frequently Asked Questions Free Level Design Resources: Game Design, 2D, and Engine Toolkits
Is The Level Design Book really free?
Yes. It’s a nonprofit volunteer project published under a Creative Commons BY-NC-SA 4.0 license, and the maintainers state it will never be paywalled — copies and translations must also remain free and open access. Some pages are still under construction, which the book discloses openly.
Can I learn level design with free resources instead of a degree?
For the craft itself, yes — theory, technique, and engine practice are all covered free by these four resources. What free resources can’t fully replace is team experience: working with other people’s systems, deadlines, and feedback. Game jams and mod projects partially close that gap. Studios ultimately evaluate demonstrated blockout and iteration skill, which you can build without a degree.
What software do I need to start practicing level design?
One game engine with a level editor is enough. Unreal Engine is free, and World of Level Design’s tutorials cover it directly. The Level Design Book’s tools appendix also lists moddable games and free editors. For blockouts you need primitive geometry and nothing else.
What’s the difference between a blockout and a final level?
A blockout is built from primitive shapes to establish layout, scale, proportions, composition, and — in playable levels — flow and pacing. It’s also called a whitebox, graybox, blockin, or blockmesh. The final level replaces those primitives with art, lighting, and set dressing only after the design holds up in playtesting.
How long does it take to learn level design?
Months of consistent practice for basic competence, longer for shipping-quality judgment. For calibration: Kullman spent three months just researching and documenting foundational knowledge, and that was with six years of studio experience behind him. Small finished blockouts beat ambitious abandoned ones, every time.
Is World of Level Design still focused on level design?
Its recent emphasis has shifted toward game environment art — Patreon asset collections, modular environment courses. The free archive of hundreds of level design and engine tutorials, dating back to 2008, remains available and is still the site’s core value for level designers.
What are the best free level design resources for beginners?
Start with free game development tools and a 2D level editor such as LDtk, Godot, or GameMaker. These toolkits help you build a prototype, arrange tilesets and game objects, and practice level flow without a large upfront investment. Open-source guides, videos on level design, and free art assets can also help beginners develop game design skills.
Which free tools can I use for 2D level creation?
For 2D level design, try LDtk, Godot, or GameMaker, along with a map editor that suits your workflow. You can use tilesets and free art to block out a 2D level, test routes, and refine level elements. Check each tool’s licensing terms, especially if you plan to use its assets in a commercial game.
Are there free resources for 3D level design and Unreal Engine?
Yes. Unreal Engine offers free learning materials and game development tools for prototyping and environment design. You can also find open-source resources and free art assets through developer communities and GitHub. For FPS projects, begin with a small playable space and test sight lines, navigation, and how effectively the level guides players.
How can free resources improve my level design workflow?
A good design workflow combines references, a simple blockout, playtesting, and iteration. Use a toolkit or engine editor to prototype the first level, then evaluate pacing, level flow, and whether players understand their next objective. Studying general level design principles and examples can help you recognize issues such as the “door problem,” where a route or entrance is unclear.
What should I study to become a better level designer?
Practice designing levels and study how professional games use space, landmarks, encounters, and routes to guide players. Analyzing games such as Dishonored 2 and BioShock can offer useful insights into environmental storytelling and level flow. Combine that study with hands-on projects, feedback from other game developers, and free resources for both beginners and experienced designers.





















