A Practical Guide to Level Design : From Theory to Practice, Diplomacy and Production book cover
1st Edition

A Practical Guide to Level Design
From Theory to Practice, Diplomacy and Production

  • Available for pre-order. Item will ship after February 28, 2023
ISBN 9781032230894
February 28, 2023 Forthcoming by CRC Press
384 Pages 124 Color Illustrations

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USD $59.95

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Book Description

Written by a AAA industry expert with over twenty years of experience, this book offers comprehensive coverage of the practical skills that all successful level designers need to know. It covers everything from practical production skills to the social and soft skills required to thrive in the games industry.

The book begins with a theoretical and abstract approach that sets a common language for the later hard-skill applications and practical examples. These later chapters cover a wealth of practical skills for use during the concept phase, while creating layouts, scripting, and working with AI. The book includes essential chapters on topics such as social and soft skills, world building, level design direction, production, as well as how to gain a job in the industry.

This book will be of great interest to all level designers, content leads and directors looking to enhance their skillset. It will also appeal to students of level and game design looking for tips on how to break into the industry.

Table of Contents

1. Section One: Book and Level Design Introduction

Chapter 1: Book Introduction

Chapter 2: Definition of Level Design & Level Designers

2. Section Two: Production & Social Skills

Chapter 3: Level Design Production

Chapter 4: Diplomacy of Level Design

Chapter 5: Teamwork & Leadership Tools

3. Section Three: Level Design Theory

Chapter 6: About Vision, Pillars & Direction

Chapter 7: Abstract Level Design

Chapter 8: The Big Picture

Chapter 9: Abstract Level Design

Chapter 10: Connective Tissue

4. Section Four: Practical - How to Get Started

Chapter 11: Concept Phase

Chapter 12: First Steps

5. Section Five: Practical - Layouts

Chapter 13: Cover, Flow and Player Leading

Chapter 14: Scenarios & Location Types

6. Section Six: Practical - Technical Aspects & Game Design

Chapter 15: Scripting & Technical

Chapter 16: Working with Ingredients

7. Section Seven: Closing Topics

Chapter 17: Closing & Shipping

Chapter 18: Becoming a Level Designer

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Benjamin Bauer has been working in the games industry since 2003. He previously held lead roles at Crytek and Ubisoft and is currently Creative Director at Plan A Collective.