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Pablo Rodriguez

How To Look

  • Level design as craft/art

  • Designer obligations:

    • Play many games
    • Gather diverse experiences
    • Real world inspiration
  • Two engagement modes

  • Playing levels

    • Primary experience method
    • Provides:

      Immediate engagement Emotional connection Challenge/reward feel

  • Analyzing levels

    • Watch playthroughs

      Take detached view Pause for detail See missed areas Observe other approaches

  • Personal examples

  • Emotional engagement focus

    • Portal: Test Chamber 17

      Weighted companion cube

    • Stanley Parable

      “One amazing, fantastic level”

Critical analysis of levels requires both direct play experience and detached observation. Level designers must actively study diverse games while maintaining awareness of emotional engagement and design techniques to improve their craft.