Website Review
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
- 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.
- 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.
- Block out in simple shapes. Build a rough space with basic geometry, no detail. Focus on player flow, sightlines, and clear goals.
- Playtest early and often. Watch someone else play your blockout. Note where they get lost, bored, or stuck.
- Iterate, then add detail. Only after the layout works should you add art, lighting, and polish.
- 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
- Editor you can run today. If you already own a game with a built-in editor, that removes installation friction entirely.
- 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.
- Live testing. A one-key playtest loop matters more than feature depth when you are making your first ten rooms.
- 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.
User reviews (0)