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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.

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Updated: 2026-09-23 22:18 Language: English (default) Access: Normal

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What is The Level Design Book?

The Level Design Book is a free, openly licensed online reference for 3D level design. It collects practical knowledge about designing game levels and presents it in a way meant to be approachable, current, and critical, rather than tied to one engine or one skill level. It is aimed at designers across experience levels and game engines.

What it covers

Its main sections suggest a broad, process-oriented scope:

  • What is level design? — an entry point for newcomers.
  • How to make a level — an overview of the level creation process.
  • Studies — critical essays and design analysis of existing levels.
  • Tools — level editors and moddable games.
  • Assets & resources — links to free 2D/3D assets and other learning material.
  • Notes for educators — advice for teaching with the book in a class.

How it is meant to be used

The book is free to read permanently under a CC BY-NC-SA 4.0 license, and the site states it will never be sold or paywalled. That makes it useful for self-study, classroom use, and translation into other languages, provided translations are not sold. Because it is engine-agnostic, it can sit alongside engine-specific documentation rather than replace it.

A practical next step

If you are new to level design, start with the "What is level design?" page, then read the process overview before opening a level editor. If you already build levels, use the Studies and Tools sections as a reference for analysis and software choices. One caveat: the book is explicitly described as heavily under construction, so structure may change and some pages may be incomplete. Treat it as a growing reference, not a finished textbook.

For a complementary, engine-specific perspective, you can also consult official documentation such as Unreal Engine Documentation or Godot Documentation, depending on the tools you use.

How do I start making a level for a 3D game?

Start by learning the level design process, then build one small playable space in an editor you can run today. The Level Design Book is a free, work-in-progress online book for 3D level design across engines and experience levels, so it fits this exact starting point. Begin with its "What is level design?" page, then "How to make a level" for the process overview The Level Design Book.

A practical first-level workflow

  1. Pick a target and engine. Choose a game or engine you can already run and mod. The book's Tools section lists level editors and moddable games as starting points.
  2. Learn the process before the tools. Read the overview of how a level gets made: concept, blockout, playtest, iterate. Tools change; the loop does not.
  3. Block out in simple shapes. Build a rough space with basic geometry, no detail. Focus on player flow, sightlines, and clear goals.
  4. Playtest early and often. Watch someone else play your blockout. Note where they get lost, bored, or stuck.
  5. Iterate, then add detail. Only after the layout works should you add art, lighting, and polish.
  6. Study good levels. The book's Studies section analyzes real levels critically, which helps you see why a layout works.

Where to go for what

Need Where to look
Understand the field "What is level design?"
Follow a process "How to make a level"
Choose software Tools
Learn from existing games Studies
Free art and audio Assets & resources
Teaching a class Notes for educators

A concrete first project

Make a single small room with one entrance, one exit, and one clear objective. Block it out in an editor you can run, playtest it with a friend, and revise it twice. That tiny loop teaches more than reading about large projects.

Trade-offs to expect

  • Engine-specific vs. general advice: The book aims to be engine-agnostic, so you still need engine documentation for exact steps.
  • Breadth vs. depth: It covers many topics but is "heavily under construction," so some pages may be thin or change.
  • Free vs. structured: It is free to read under a CC BY-NC-SA 4.0 license and will never be paywalled, but it is not a formal course with deadlines or grading.

As a next step, open the "How to make a level" page and pick one small space to block out this week The Level Design Book.

What level design tools and moddable games are recommended for beginners?

The book's own answer is to treat tools as interchangeable and start with whatever editor ships with a game you already enjoy. Its Tools section is a list of level editors and moddable games rather than a ranked beginner shortlist, so the practical move is to pick one editor, finish one small map, and only then switch.

How to choose, in order of what matters

  1. Editor you can run today. If you already own a game with a built-in editor, that removes installation friction entirely.
  2. Shipped examples. An editor bundled with the game's own maps lets you open, pull apart, and rebuild real levels — the fastest way to learn conventions.
  3. Live testing. A one-key playtest loop matters more than feature depth when you are making your first ten rooms.
  4. Community size. A large modding scene means tutorials and answered questions when you get stuck.

A rough comparison of common starting points

Starting point Best for Trade-off
Editor bundled with a game you play Absolute beginners; fastest first map Limited to that game's rules and assets
General-purpose 3D engine editor Learning lighting, blocking, scripting transferably More setup before anything is playable
Older, well-documented mod tools Huge back catalogues of tutorials and finished maps Dated interfaces and workflows

Concrete scenario

Say you want to build a small single-player encounter: a corridor, a sightline, and one ambush. Open an existing map from a game with a bundled editor, delete everything except the geometry, and rebuild that one encounter from scratch. You will hit the real beginner problems — scale, lighting readability, player guidance — within an evening, and the book's process pages on making a level give you a structure to hang those lessons on.

Next step

Read the book's "How to make a level" overview first, then its Tools list, and commit to one editor for a month. For engine-side documentation, the official sources are Unreal Engine documentation and Unity documentation; for a widely used open-source editor, see TrenchBroom. Note that the book is explicit that it is under construction, so some pages may be thin — expect to fill gaps from engine docs and community wikis.

Where can I find free 2D and 3D assets for my game level?

The Level Design Book keeps a dedicated Assets & resources page that links to free 2D/3D assets, plus other books and reference material. It is a curated jumping-off point rather than an asset library itself: you still download files from the listed sources, and you should check each source's license before shipping anything.

The Level Design Book

What to expect from that page

  • Links to free 2D and 3D asset collections, alongside info and other books.
  • Aimed at designers across experience levels and game engines, so it is useful whether you are blocking out a level or polishing props.
  • The book itself is free to read under CC BY-NC-SA 4.0 and is not paywalled, but that license covers the book's text, not the third-party assets it points to.

Practical next step

Treat the page as a shortlist, then verify each asset's license for your use case. A useful decision rule: for prototypes and placeholders, prioritize speed and permissive terms; for a commercial release, confirm commercial-use and attribution requirements in writing before you build a level around an asset.

Concrete scenario

If you are greyboxing a sci-fi corridor, pull a few modular wall and floor pieces first, test scale and sightlines, and only then replace them with final art. That keeps your level layout decisions independent of any single asset pack.

How can educators use this book in their level design classes?

Yes. The book includes a dedicated Notes for educators section with advice on teaching and suggestions for using the book in class, so instructors do not have to invent a syllabus from scratch.

Ways it fits a course

  • Assign What is level design? and How to make a level as core reading for the first weeks, then use the Studies section for design-analysis assignments.
  • Use Tools to help students pick a level editor or moddable game, and Assets & resources for free 2D/3D assets.
  • Treat the material as a shared reference for project critiques, so feedback uses consistent vocabulary.

Practical trade-offs

  • The book is free to read and explicitly will not be paywalled, which makes it easy to require without cost concerns.
  • It is heavily under construction: structure may change and some pages may have little or no content, so check assigned pages before each term.
  • It is engine-agnostic and aimed at all experience levels, so you will likely need to add engine-specific tutorials and hands-on lab time.

Licensing note for course materials The book is under CC BY-NC-SA 4.0: you may share and adapt it, but not sell access, and adaptations must carry the same license. If you or students translate parts, you may not sell copies or access to the translation.

Next step Open the Notes for educators page first and map its advice to your weekly schedule; then skim Recent updates to confirm the pages you plan to assign are current.

What critical essays and design analyses of levels are included?

The site's "Studies" section is where critical essays and design analysis live. It's described as a collection of critical essays and design analysis of levels, so expect close readings of how specific levels work rather than general tutorials. The book's framing is deliberately critical and engine-agnostic, aimed at designers of all experience levels.

Because the book is explicitly "heavily under construction," the Studies section may be uneven: some pages could be substantial, others thin or not yet written. Treat it as a growing reference rather than a finished anthology.

How to use it

  • Start with "What is level design?" and "How to make a level" to get the vocabulary the essays assume.
  • Read a study alongside the level it discusses, pausing at each design decision to ask what problem it solved.
  • Check "Recent updates" for new or revised material before assuming a gap is permanent.

If you're teaching, the "Notes for educators" page suggests how to assign these analyses in class. For a concrete next step, pick one study, play or watch the level it covers, and write your own short counter-analysis; comparing your reading with the essay's is the fastest way to sharpen your critical eye.

The book is free to read and openly licensed, so you can share and adapt it non-commercially. Related resources are linked from The Level Design Book and its assets and resources pages.

Related questions

More questions →
How Designers Choose and Use Icons8 Icons, Illustrations, and 3D Assets

Icons8 is a library of icons, illustrations, and 3D assets drawn by its own designers so that styles stay consistent across formats, available for download in SVG and PNG, with an MCP server for AI agents and coding tools. It fits designers who need a matching set fast — a UI, a deck, or a landing page — and who want vector files they can still edit. It is less suited to work that requires a fully custom visual language, since ready-made assets carry the house style of whichever set you pick.

Start by matching the asset style to the project

The fastest way to waste time is to pick assets one at a time by look. Decide the style first, then filter everything to that style.

Project type Style that usually fits Why
Product UI, dashboards, dense screens Outline or filled icon set, one weight Small sizes stay legible; mixing outline and filled in one toolbar reads as an error
Marketing pages, hero sections Flat or 3D illustrations More visual weight, room to carry a concept
Slides, internal docs PNG icons and simple illustrations Fast to drop in, no vector editing needed
Brand-critical or editorial work Custom or heavily edited assets Ready-made sets are recognizable and shared across many products

The consistency claim in Icons8's own description — icons and illustrations "drawn by our own designers so every style matches" — is the practical reason to filter by one style across all three asset types rather than mixing a 3D illustration with an outline icon set.

Pick the file format by what happens next

  • SVG — editable vector. Use it when the asset will be recolored, resized without loss, animated, or handed to a developer. This is the default for UI work.
  • PNG — raster. Use it for quick mockups, slides, and anywhere you cannot paste or render vector files.

If you are unsure, download SVG. You can always export a PNG from it later; you cannot cleanly go the other way.

Keep a set consistent

  1. Choose one style (for example, a single outline weight) before searching.
  2. Filter icons, illustrations, and 3D to that same style so a page does not mix visual languages.
  3. Reuse the same icon for the same meaning across screens — a second "settings" icon in a different style is a common slip.
  4. Check the set covers your edge cases (empty states, errors, onboarding) before committing, not after you have built ten screens.

Check licensing and pricing before client work

Icons8 lists a pricing page, which is the place to confirm what a given use requires. Before shipping assets in client or commercial work, verify the license terms for the specific asset and plan rather than assuming downloads are unrestricted. Pricing and plan details are not covered here — check the site directly, since terms and prices change.

Getting assets into your workflow

  • Figma and design tools — SVG imports as editable vector layers, so you can recolor and resize inside the file.
  • Web — SVG inline or as a file keeps icons sharp at any size and lets CSS control color.
  • Presentations — PNG avoids font and vector rendering issues in slide software.

Icons8 also offers an MCP server for AI agents and coding tools, which is relevant if you are wiring asset lookup into an automated or agent-driven workflow rather than browsing manually.

Customize or download ready-made?

Download ready-made when the asset is generic — a search icon, a folder, a chart — and speed matters more than uniqueness. Customize (recolor, adjust stroke, simplify) when the asset sits in a branded context or appears at large size where its original style would clash. Build fully custom only when the visual language itself is the product, since that is where a shared library stops helping.

Website Overview

An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality. Several search or sharing settings need attention. Together they may make snippets, preview images or preferred URLs less consistent across platforms.

Domain and Registration

Registered in 2019, this domain has about 6 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

Nameservers are provided by nearlyfreespeech.net, indicating managed DNS hosting. No MX record was found. A conventional explicit inbound-mail route is not configured. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed. The lowest observed DNS TTL is 300 seconds. No CAA record was found; there is no additional DNS-based restriction on certificate issuers.

TLS and Certificates

The public key uses EC with 256 bits. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued within the Google Trust Services cloud or CDN ecosystem. The certificate's total validity is about 90 days, consistent with a short renewal cycle.

HTTP and Browser Security

The response lacks these common security headers: Permissions-Policy. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. The cf-ray response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers. The Server header identifies cloudflare without an exact version.

Technology Stack Analysis

The public page identifies GitBook (581abe0), Next.js, Cloudflare, Vercel without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

The meta description has 184 characters and may be shortened in search results. The Generator tag identifies GitBook (581abe0), making the publishing system easier to fingerprint. Open Graph is partially configured; og:type is missing. Twitter Card metadata is configured. The title has 21 characters, within a common display range.

Hosting and Email

DNSnearlyfreespeech.net
HostingVercel
EmailUnknown
Location Location unknown 104.18.40.47

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Pages, Search and Sharing

Meta descriptionThe 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.
Canonical URLhttps://book.leveldesignbook.com
LanguageEnglish (default)
Twitter Cardsummary_large_image
All bots 4 allowed · 0 disallowed
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Registration details RDAP / WHOIS

RegistrarPDR Ltd. d/b/a PublicDomainRegistry.com
Registered2019-11-14
Expires2026-11-14
Domain statusclient transfer prohibited
Nameserversns.phx4.nearlyfreespeech.net、ns.phx8.nearlyfreespeech.net
DNSSECunsigned

DNS records

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TLS and certificates

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectbook.leveldesignbook.com
IssuerGoogle Trust Services
Valid until2026-10-29T14:32 · Remaining when checked: 35 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

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x-content-type-optionsnosniff
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GitBook (581abe0)Next.jsCloudflareVercel