ABSTRACT

This chapter begins with a historical foundation of both arts and discovered ways in which each dealt with technical and societal factors to create meaningful experiences. It explores methods for analyzing spatial design and documenting the analysis through plan, section, elevation, and other representational methods. The chapter also explores tools and techniques for designing game levels based on traditional game design methods, as well as some that merge architectural foci on modularity and measurements. As many games create possibility spaces through a set of rules embodied in an environment, we discovered how games build worlds through rules. We also learned how to use systems that build levels for us in such a way that we can still use all of the human-centric design methods. Level design is a rapidly changing sector of the game industry and as more designers write and share their processes, it is important to understand the role of design-thinking in game worlds.