Articles
A Deep Dive Into Level Design Behind The Last of Us Part II
Here's a collection of insightful behind-the-scenes materials shared by Level Designer Evan Hill that explain how TLoU Part II's most memorable moments were made.
A Short Guide on Level Design from Plarium
Check out this guide if you wish to learn how game levels are created.
Breakdown: Level Design in Annapurna's Neon White
Neon White's developers discussed the trials and tribulations of creating the game's Smackdown level.
A Behind-the-Scenes Look at Horizon Forbidden West's Level Design
Blake Rebouche shared some WIP level designs and compared them with the shipped game.
#Blocktober: A Look at Horizon Forbidden West's Blockouts
Guerrilla's Dennis Micka shared a behind-the-scenes look at HFW's Cauldron MU and Cauldron IOTA.
#Blocktober: A Behind-the-Scenes Look at Valorant's Pearl Map
Have a look at some amazing before and after shots shared by Riot Games' Pearl Hogbash.
Blocktober: Dissecting The Levels of The Last of Us Part II
Arnaldo Licea did a breakdown of one of the levels and explained why early tests are incredibly important.
A Closer Look at Shatterline's Escort March Level
Roman Agieiev shared a comprehensive overview of one of the levels from Frag Lab's recently-released game.
Nexus: Creating a Stylized World in Unreal Engine
Environment Artist Eric Tahiri shared a comprehensive write-up on creating the stylized world of Nexus, explaining how the waterfall was made, how the level's objects were blended together, and what techniques were used to guide the player.