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Level design Masterclass : Theorizing before crafting
Rating: 4.3 out of 5(55 ratings)
352 students

Level design Masterclass : Theorizing before crafting

Learn and harness the depths and power of rational level design into a game production environment.
Created byBenoit GOMES
Last updated 2/2025
English
English

What you'll learn

  • Learn the toolsets of professional level designers
  • Transition from a junior "doer" to a senior "thinker"
  • Get a rationnal approach to video game creation
  • Understand the consequences of design choices on a game production
  • Analyse the level design of famous AAA games

Course content

4 sections19 lectures2h 55m total length
  • Introduction0:59

    The lecture emphasizes theorizing before crafting, focusing on why level design and game design matter and understanding our place in the full video game production.

  • About the speaker3:00

    Meet a seasoned level designer with a decade in the industry who shipped about 14 games, led studios, mentored designers, and emphasizes a project-driven mindset.

  • Disclaimer about design in general4:18

    Embrace open-minded collaboration to navigate video game design's gray areas, where there is no absolute answer. Balance compromises and share insights to seek the best solutions through discussion.

Requirements

  • Common gamer knowledge
  • Constructive and analytic mindset

Description

This course is about giving the basic theorical tools of a level designer.

Too often level design is presented as a technical skills job only, eclipsing completly the thoughts a great level needs. Today a first year junior can be a level designer, and tomorrow an IA will replace him. "Doing" is not a tomorrow job. Internet offers thousand of tutorials on how to handle a game engine ; but without explaining what to do. How to create stronger emotions? How to offer a better game experiences? How to get the best value out of our 50h of work a week?
This course is about thinking before doing.
The difference between junior and senior.

All along the course we will go in deep with basic ingredients, understanding their effect onto the player's experience. More than an exhaustive list of tools, this course use real examples coming from my ten years experience into level and game design, to give practical utilities.

During the talk we will discuss about level design into a game production environment, not an independant designer working in a dark basement, alone. My hope is to share my experiences and allow you to be "studio ready" when you will enter you first job, or theorize thing you were doing by instinct, allowing you to improve yourself.

Always it will be with the scope of a level designer into a real studio, into a real pipeline, with constrains, teammates and deadlines. No fancy dreams of video games. Just reality.


Every course has english caption / subtitles.

Who this course is for:

  • Students in design and junior level deisgners