1470:(also spelled mini-game or mini game, sometimes called a subgame or microgame) is a short video game often contained within another video game, and sometimes in application software or on a display of any form of hardware. A minigame contains different gameplay elements than the main game, may be optional, and is often smaller or more simplistic than the game in which it is contained. Minigames are sometimes also offered separately for free to promote the main game. Some minigames can also be bonus stages or secret levels. They are distinguishable from levels in that a level is an environment bound to a set of mechanics and rules that all defines all other normal levels in a game, whereas a minigame can use different rules and playstyles but may not necessarily be set in a different environment.
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1202:(SSDs), and larger amounts of memory, game developers have been able to take advantage of continuously loading new level assets – models, textures, and audio – into the computer or console's memory as the player approaches the edge of one level and the start of a new one. This can effectively make the transition from one level to another level appear to be seamless and avoid the use of loading screens. This is known as level streaming or in-game streaming, and is often used for
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1525:. Bonus stage either have no enemies or hazards, or replace the normal penalties for being struck by enemies or hazards with simply being thrown out of the bonus stage. Many bonus stages need to be activated or discovered in some manner, or certain conditions must be satisfied to access them. Otherwise, they appear after the player has completed a certain number of regular stages.
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1407:. Developing a level editor takes a lot of time; it is more time- and cost-efficient to release multiple games using the same engine instead of developing a new engine and level editor for each game. As level editors generally allow for limited game-development work, to make larger changes to a game than simply adding new levels, a
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games to give the perception of a fully-interconnected space. There are often tricks used to give the computer hardware sufficient time to load the assets for the next area. The player's speed may be reduced, while story cues are presented to draw the player's attention. The player may be required to
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In some cases, specific mapping tools can be designed to automatically detect problems such as falling "outside" a level, and reaching "stuck" areas. Careful level designers run these tools as the last step before releasing a new version of a level. In most cases, the best way to improve a map is by
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Level design for each individual level in a modern game typically starts with concept art, sketches, renderings, and physical models. Once completed, these concepts transform into extensive documentation, environment modeling, and the placing of game specific entities (actors), usually with the aid
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Levels may be designed to force the players to explore the map and advance. Most Real-Time
Strategy maps give each player a starting base, but will have resource distribution and terrain features designed to draw players out of their base and engage each other. Teamplay maps can provide noticeable
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in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's
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are sometimes developed to explore selected features of gameplay, such as sniping or fist fighting. While they are briefly useful to level designers and interesting to experienced players, they are usually not included in final list of levels of the game because of their limited replay value.
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In some cases, the developer of a video game includes built-in level editing tools; for example, a track editor for a racing game. Other times they may release an official level editor for the game as a separate application. Sometimes players of the game develop fan-made level editors.
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would develop the maps and layouts for a game, and a discipline or profession dedicated solely to level design did not exist. Early games often featured a level system of ascending difficulty as opposed to progression of storyline. An example of the former approach is the arcade
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Level designers sometimes make hidden rooms and areas that usually require more effort for the player to reach or to notice. These usually give some additional rewards, such as ammo or powerups. They serve to induce players to explore. Sometimes, they serve as
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Maps' design can significantly impact the gameplay. For example, the gameplay may be shifted towards a platformer (by careful placement of platforms) or a puzzle game (by extensive use of buttons, keys, and doors). Some FPS maps may be designed to prevent
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A wide variety of tools may be used by someone designing and making a level. Although it is faster to design models and textures with general-purpose multimedia development tools, games usually require the data to be in a unique format suited for that
841:. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of
1540:, because monsters are constantly spawned but can be easily and immediately killed. In multiplayer maps, a player may be able to reach areas of the map designed to be inaccessible; for example, reaching an advantageous rooftop position and
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A level editor may be distributed as a complete stand-alone package, at times, rivaling commercial 3D modelling software. There are various steps involved in laying out a map and these steps may vary dramatically across the many different
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In the early years of video gaming, some games came with a utility called a "construction set". This was similar in many ways to a level editor. Some games used them to make extra levels, whereas others (like the
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Commonly on older hardware, most games would load a single level and all of its assets at one time, and when the player completed the level, the next level would be loaded. The player would be presented with a
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Level design is necessary for two primary purposes: providing players with a goal and providing players with enjoyable play experience. Good level design strives to produce quality gameplay, provide an
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Lighting and illumination, as well as distinctly-coloured objects, are often used to unambiguously guide the player towards the correct path. Similarly, clearly marked choke-points can be introduced.
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Levels are generally constructed with flow control in mind; that is, directing the player towards the goal of the level and preventing confusion and idling. This can be accomplished by various means.
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Another method is strategic placement of obstacles and aesthetic environment props that direct the player's attention to "clear" paths instead. This is often used in closed, "stuffed" environments.
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and items positioned so that collecting them inevitably makes the player move in the correct direction. This is one of the basic player direction techniques and is most often seen in platformers.
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Developing level editors will allow the game creator to use the same load- and rendering routines as the game itself, and may make it easier and more pleasant to create levels. Developers of
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and other tools. Level designers will usually work on a level from pre-production to completion – working with both incomplete and complete versions of the game.
1494:, containing messages such as the level designers' names or pictures, or political or humorous messages. One of the first games with a 3D engine to feature hidden features was
845:. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast
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Determining environmental conditions and "ground rules" such as day/night, weather, scoring systems, allowable weapons or gameplay types, time limits, and starting resources.
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1215:, special SSD arrays alongside software libraries that have a total high data throughput can eliminate the need for any loading tunnels in a seamless world game.
892:, is a discipline of game development involving the making of video game levels—locales, stages or missions. This is commonly done using a level editor, a
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A player might get stuck in map geometry with no way to escape or to die. A player might be able to find a specific spot where they do not have to move to gain
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are cited to be level design bugs, and might be "left-over geometry" from an earlier version of the level or an object's improperly aligned "collision box".
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One of the first 3D games which became popular partially due to level editors and fan-made maps, other game addons, and other works related to the game, was
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1255:, although in recent years the responsibility for visual-, structural- and gameplay-related tasks has been increasingly divided among several specialists.
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Specifying locations of various entities, such as player units, enemies, monster spawn points, ladders, coins, resource nodes, weapons, save points, etc.;
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Specifying certain regions where certain gameplay activities or behaviors occur, such as resource harvesting, base building, water travelling, etc.;
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enter areas in which their view of the world is plausibly restricted, sometimes referred to as "loading tunnels". With newer consoles, such as the
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Level designers and concept artists may also be required to provide a pre-rendered map of the level (or entire game world) for the player.
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Specifying non-static parts of a level, such as doors, keys and buttons with associated mechanisms, teleporters, hidden passageways, etc.;
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Typically, bonus levels are either hidden and require discovery or appear after a certain number of regular levels have been completed.
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Laying out the large-scale features of the map, such as hills, cities, rooms, tunnels, etc., for players and enemies to move around in;
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take as they walk around, the actions they will take in response to specific triggers, and any dialog they might have with the player.
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usually produce level editors and design tools for the designers to use. This eliminates the need for designers to access or modify
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may be triggered by events in a level, but require distinctly different skills, and may be produced by a different person or team.
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chapter, "Interloper", featured multiple moving platforms high in the air with enemies firing at the player from all sides.
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1400:. The development of various third-party editors led to the formation of an online community trading fan-made maps.
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Interactive
Storytelling for Video Games: A Player-centered Approach to Creating Memorable Characters and Stories
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The first level of the game is usually designed to get players to explore the mechanics of the game, notably in
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were made for them. One of the reasons was a clear separation between the level files and game engine itself.
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other players. A player might be able to fall out-of-bounds of a map where other players cannot reach them.
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while the game loaded level information from storage. With more advanced computing hardware with faster
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by not including any long hallways, while other maps may allow for a mix of sniping and closer combat.
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A game genre that required significant amounts of time to design areas were text-based games, such as
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There are many map bugs that level designers try to avoid, but sometimes go unnoticed for some time.
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designed to reward the player or players, and typically allows the player to collect extra points or
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2393:"The secret art of the video game loading screen, and why they won't be going away anytime soon"
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930:(1978), where each level looks the same, repeating endlessly until the player loses all their
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2056:, p.162, "A few years ago, position didn't exist. .. Now it's a key position on many teams."
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The level design process may be iterated several times before achieving the desired outcome.
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playtesting it with experienced players, and allowing them to try to exploit any problems.
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This article is about video game settings. For character levels in role-playing games, see
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1391:-games may argue that a game is not complete until other users easily can add new levels.
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was released, and it also shipped with a level editor which was documented in the manual.
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designed for building levels; however, some games feature built-in level editing tools.
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A bonus stage (also known as a bonus level or bonus round) is a special level within a
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experience, and sometimes, especially in story-based games, to advance the storyline.
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event locations, where certain actions by the player can trigger specified changes;
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2426:"Inside PlayStation 5: the specs and the tech that deliver Sony's next-gen vision"
1740:"Educational Feature: A History and Analysis of Level Design in 3D Computer Games"
1478:"Secret level" redirects here. For the video game studio formerly named that, see
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1044:, and many other games have notable mapping tools and communities focusing on
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In games with linear progression, levels are areas of a larger world, such as
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1432:) used them as a means to develop a game rather than be a game in itself.
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is produced by game artists. Many level designers have skills as both a
943:(1981), which uses multiple distinct levels to progress a storyline; as
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A level editor is often limited to designing levels for only a certain
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was one of the first titles to ship with a level editor. Its designer,
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Game Design: How to Create Video and
Tabletop Games, Start to Finish
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980:(1991) is a later game with user-accessible mapping and scripting.
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1376:. An individual involved with the development of game levels is a
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1500:, where certain walls could be pushed to reveal hidden passages.
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Specifying the start and exit locations for one or more players;
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2539:"Game Engines: Tools for Landscape Visualization and Planning?"
1795:. Pittsburgh, Pennsylvania, USA: CRC Press. pp. 120, 252.
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aiming for level consistency and clear layout before required
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West, Neil (February 1998). "The Way Games Ought to Be...".
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Sometimes, a whole level may be designed as a secret level.
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advantages to one team over another, when designed poorly.
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In the early days of video games (1970s–2000s), a single
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1024:(1994) were two of the first games to attract focused
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159:. Unsourced material may be challenged and removed.
2684:Game Development Essentials: Game QA & Testing
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2513:
1830:Creating Games: Mechanics, Content, and Technology
1828:McGuire, Morgan; Jenkins, Odest Chadwicke (2009).
934:. An example of the latter approach is the arcade
1090:Adding aesthetic details such as level-specific
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1602:Level Up! The Guide to Great Video Game Design
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1227:who makes environments and scenarios using a
1194:data transfer rates, such as optical drives,
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1832:. Wellesley, Mass.: AK Peters. p. 104.
947:(originally called Jumpman) tries to rescue
395:Specialized / alternative-paradigmatic types
2657:"The Next Generation 1996 Lexicon A to Z".
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1754:Brathwaite, Brenda; Schreiber, Ian (2009).
1681:Brathwaite, Brenda; Schreiber, Ian (2009).
1666:(2nd ed.). Thomson Course Technology.
1368:used to design levels, maps, campaigns and
1303:is used, usually customized with a special
75:Learn how and when to remove these messages
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2521:Making games as a single developer (pt. 2)
2322:"Learning Through Level Design with Mario"
1700:Moore, Michael E.; Novak, Jeannie (2010).
793:
779:
267:
2681:Levy, Luis; Novak, Jeannie (2009-06-22).
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1482:. For the animated anthology series, see
237:Learn how and when to remove this message
219:Learn how and when to remove this message
4728:Good Design Award (Museum of Modern Art)
1853:Jamie "Thrrrpptt!" Madigan (June 2001).
1792:The Art of Game Design: A book of lenses
1784:
1782:
1641:Guy W. Lecky-Thompson (1 January 2008).
1094:, sounds, animation, lighting and music;
1778:
284:
2971:Turns, rounds and time-keeping systems
2459:"Inside Xbox Series X: the full specs"
2457:Leadbetter, Richard (March 16, 2020).
2424:Leadbetter, Richard (March 18, 2020).
2105:Lebowitz, Josiah; Klug, Chris (2011).
1325:TIDE level editor showing tiles for a
4733:Good Design Award (Chicago Athenaeum)
2537:Herwig, Adrian; Paar, Philip (2002).
2405:from the original on January 14, 2021
2064:
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2029:"The Art and Science of Level Design"
7:
2471:from the original on August 19, 2020
1809:from the original on 8 February 2023
157:adding citations to reliable sources
2438:from the original on March 18, 2020
2173:. February 17, 1999. Archived from
4677:American Institute of Graphic Arts
755:List of video game industry people
27:Discrete play space in video games
25:
4687:Design and Industries Association
2236:from the original on June 1, 2016
2086:from the original on 30 June 2021
1307:developed for the specific game.
337:
99:to comply with Knowledge (XXG)'s
56:This article has multiple issues.
2687:. Cengage Learning. p. 84.
1738:Shahrani, Sam (April 25, 2006).
1620:Lewis Pulsipher (25 July 2012).
1161:Often the level layouts feature
548:Intellectual property protection
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133:
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2701:from the original on 2023-02-08
2207:from the original on 2020-02-01
2129:from the original on 2023-02-08
1913:from the original on 2011-10-26
1887:from the original on 2011-08-09
144:needs additional citations for
64:or discuss these issues on the
4682:Chartered Society of Designers
2391:Avard, Alex (March 21, 2019).
1599:Scott Rogers (16 April 2014).
1:
4753:Prince Philip Designers Prize
3396:Architectural lighting design
1756:Challenges for Game Designers
1683:Challenges for Game Designers
1429:Shoot-'Em-Up Construction Kit
1004:, the levels are designed as
750:List of video game publishers
738:List of video game developers
4559:Electronic design automation
4542:Virtual home design software
3514:Automotive suspension design
2768:Glossary of video game terms
2623:
2259:
2002:
1704:. Delmar: Cengage Learning.
1065:that exist as of the 2020s.
765:List of video game magazines
3418:Environmental impact design
2351:
2307:
2295:
2283:
1959:
1905:Kevin VanOrd (2008-11-11).
1411:(SDK) is sometimes needed.
760:List of video game websites
5131:
4697:International Forum Design
4067:Engineering design process
2718:
2667:. March 1996. p. 30.
2606:
2595:Brathwaite, Schreiber 2009
2594:
2582:
2504:
2492:
2378:
2366:
2271:
2053:
1984:Brathwaite, Schreiber 2009
1983:
1971:
1932:"Chapter XVII: Interloper"
1881:"Batman: Vengeance Review"
1879:Andrew Park (2002-10-11).
1702:Game Industry Career Guide
1644:Video Game Design Revealed
1510:
1480:Sega Studios San Francisco
1477:
1459:
1418:
1314:
1213:Xbox Series X and Series S
866:
684:Advertising in video games
29:
5032:
4780:
4769:
4498:
4472:
3928:
3917:
3819:Integrated circuit design
3741:Stage/set lighting design
3630:Hardware interface design
3546:Hardware interface design
3255:
3244:
3226:
2765:
2153:, p. 22, August 1984
2080:Future Publishing Limited
1012:3D first-person shooters
894:game development software
553:Digital rights management
4654:Industrial design rights
4642:Fashion design copyright
4554:Design quality indicator
4003:Creative problem-solving
3794:Electrical system design
3650:Sonic interaction design
3561:Photographic lens design
3435:Healthy community design
2999:Destructible environment
1409:software development kit
1271:Sometimes, professional
1006:three-dimensional spaces
168:"Level" video games
112:may contain suggestions.
97:may need to be rewritten
4850:New product development
4815:Enterprise architecture
4743:IF Product Design Award
4702:Design Research Society
4254:Reliability engineering
2320:Parish, Jeremy (2012).
2147:"Lode Runner Contest",
1855:"Half-Life: Blue Shift"
1758:. Charles River Media.
1685:. Charles River Media.
1068:General steps include:
813:(also referred to as a
280:Part of a series on the
5110:Video game terminology
5105:Video game development
4306:Top-down and bottom-up
3655:User experience design
3556:Packaging and labeling
3529:Electric guitar design
3467:Landscape architecture
1907:"Mirror's Edge Review"
1789:Schell, Jesse (2014).
1719:Oxland, Kevin (2004).
1345:
1336:A level editor in the
1329:
1233:Video game programmers
1223:A level designer is a
1046:user-generated content
1009:
912:
869:Video game development
265:
256:level design from the
36:Level (disambiguation)
34:. For other uses, see
4835:Innovation management
4718:European Design Award
4484:Intellectual property
4301:Theory of constraints
4264:Responsibility-driven
4104:For manufacturability
4008:Creativity techniques
3846:Nuclear weapon design
3660:User interface design
3524:Corrugated box design
3445:Interior architecture
3041:Procedural generation
2150:Computer Gaming World
2082:. 13 September 2008.
1577:List of gaming topics
1366:game development tool
1335:
1324:
1317:List of level editors
1110:non-player characters
993:
907:
252:
5095:1979 in video gaming
4880:Unintelligent design
4860:Philosophy of design
4574:Design specification
4527:Comprehensive layout
4099:For behaviour change
4072:Probabilistic design
3834:Power network design
3371:Visual merchandising
3328:Instructional design
3306:Postage stamp design
2828:Non-player character
2548:. pp. 161–172.
2177:on December 18, 2009
2113:Taylor & Francis
1861:on December 16, 2008
1647:. Cengage Learning.
1421:Game creation system
1259:Level creation tools
996:3D computer graphics
617:Downloadable content
153:improve this article
4800:Creative industries
4723:German Design Award
4632:Design infringement
4517:Architectural model
3856:Organization design
3851:Nucleic acid design
3799:Experimental design
3352:Traffic sign design
3067:Movement techniques
2851:Collision detection
1721:Gameplay and design
1662:Bates, Bob (2004).
1436:Gameplay alteration
1273:3D editing software
1057:of a level editor.
1028:activity, and many
600:Episodic video game
286:Video game industry
4865:Process simulation
4840:Intelligent design
4164:Intelligence-based
4159:Integrated topside
4089:Framework-oriented
3774:Behavioural design
3645:Information design
3323:Information design
3148:Advance And Secure
2232:. April 25, 2003.
2035:on 3 December 2002
1723:. Addison Wesley.
1567:Mod (video gaming)
1346:
1330:
1200:solid-state drives
1010:
913:
890:environment design
625:Games as a service
266:
5115:Video game levels
5082:
5081:
5028:
5027:
4795:Conceptual design
4765:
4764:
4761:
4760:
4748:James Dyson Award
4604:Website wireframe
4594:Technical drawing
4468:
4467:
4316:Transgenerational
4057:Ecological design
3933:Activity-centered
3913:
3912:
3909:
3908:
3891:Spacecraft design
3685:Public art design
3623:Video game design
3601:Experience design
3571:Production design
3551:Motorcycle design
3509:Automotive design
3413:Ecological design
3291:Film title design
3186:
3185:
3163:Last man standing
2946:Scripted sequence
2694:978-1-4354-3947-4
2546:Hochschule Anhalt
2493:Moore, Novak 2010
2122:978-0-240-81717-0
2025:Bleszinski, Cliff
1839:978-1-56881-305-9
1802:978-1-4665-9864-5
1765:978-1-58450-580-8
1711:978-1-4283-7647-2
1692:978-1-58450-580-8
1654:978-1-58450-607-2
1633:978-0-7864-9105-6
1612:978-1-118-87719-7
1352:(also known as a
1123:Super Mario Bros.
911:video game levels
873:Video game design
803:
802:
645:Microtransactions
414:Interactive movie
247:
246:
239:
229:
228:
221:
203:
127:
126:
101:quality standards
79:
16:(Redirected from
5122:
5074:
5067:
5060:
5053:
5046:
5039:
4771:
4648:Geschmacksmuster
4622:Community design
4500:
4474:
4234:Process-centered
4030:Design–bid–build
3998:Cradle-to-cradle
3978:Concept-oriented
3919:
3896:Strategic design
3866:Processor design
3841:Mechanism design
3809:Geometric design
3769:Algorithm design
3709:Jewellery design
3640:Immersive design
3534:Furniture design
3479:Landscape design
3257:
3246:
3213:
3206:
3199:
3190:
3178:King of the hill
3153:Capture the flag
3036:Persistent world
3004:Instance dungeon
2931:Random encounter
2926:Quick time event
2833:Player character
2792:Experience point
2751:
2744:
2737:
2728:
2722:
2716:
2710:
2709:
2707:
2706:
2678:
2672:
2671:
2654:
2648:
2647:
2633:
2627:
2621:
2610:
2604:
2598:
2592:
2586:
2580:
2574:
2573:
2571:
2570:
2564:
2558:. Archived from
2557:
2543:
2534:
2528:
2527:, 28 March 2016.
2517:
2508:
2502:
2496:
2490:
2481:
2480:
2478:
2476:
2454:
2448:
2447:
2445:
2443:
2421:
2415:
2414:
2412:
2410:
2388:
2382:
2376:
2370:
2364:
2355:
2349:
2343:
2342:
2340:
2339:
2330:. Archived from
2317:
2311:
2305:
2299:
2293:
2287:
2281:
2275:
2269:
2263:
2257:
2246:
2245:
2243:
2241:
2222:
2216:
2215:
2213:
2212:
2193:
2187:
2186:
2184:
2182:
2161:
2155:
2154:
2144:
2138:
2137:
2135:
2134:
2102:
2096:
2095:
2093:
2091:
2066:
2057:
2051:
2045:
2044:
2042:
2040:
2031:. Archived from
2021:
2006:
2000:
1987:
1981:
1975:
1969:
1963:
1957:
1951:
1950:
1948:
1947:
1938:. Archived from
1928:
1922:
1921:
1919:
1918:
1902:
1896:
1895:
1893:
1892:
1876:
1870:
1869:
1867:
1866:
1857:. Archived from
1850:
1844:
1843:
1825:
1819:
1818:
1816:
1814:
1786:
1769:
1750:
1748:
1746:
1734:
1715:
1696:
1677:
1658:
1637:
1616:
1415:Construction set
1196:hard disk drives
1154:Player directing
1092:graphic textures
795:
788:
781:
650:In-game currency
275:
268:
242:
235:
224:
217:
213:
210:
204:
202:
161:
137:
129:
122:
119:
113:
90:
82:
71:
49:
48:
41:
32:Experience point
21:
5130:
5129:
5125:
5124:
5123:
5121:
5120:
5119:
5085:
5084:
5083:
5078:
5072:
5065:
5058:
5051:
5044:
5037:
5024:
4825:Futures studies
4776:
4757:
4706:
4665:
4614:
4608:
4494:
4493:
4464:
4370:Value sensitive
4360:User innovation
4239:Public interest
4204:Object-oriented
3924:
3905:
3886:Software design
3876:Research design
3829:Physical design
3784:Database design
3758:
3756:
3750:
3726:Property design
3721:Game art design
3675:
3669:
3592:
3585:
3500:
3493:
3450:Interior design
3401:Building design
3382:
3375:
3262:
3251:
3240:
3222:
3217:
3187:
3182:
3136:
3083:
3062:
2987:
2837:
2806:
2770:
2761:
2755:
2725:
2717:
2713:
2704:
2702:
2695:
2680:
2679:
2675:
2663:. No. 15.
2660:Next Generation
2656:
2655:
2651:
2642:. No. 38.
2639:Next Generation
2635:
2634:
2630:
2622:
2613:
2605:
2601:
2593:
2589:
2581:
2577:
2568:
2566:
2562:
2541:
2536:
2535:
2531:
2518:
2511:
2503:
2499:
2491:
2484:
2474:
2472:
2456:
2455:
2451:
2441:
2439:
2423:
2422:
2418:
2408:
2406:
2390:
2389:
2385:
2377:
2373:
2365:
2358:
2350:
2346:
2337:
2335:
2319:
2318:
2314:
2306:
2302:
2294:
2290:
2282:
2278:
2270:
2266:
2258:
2249:
2239:
2237:
2224:
2223:
2219:
2210:
2208:
2195:
2194:
2190:
2180:
2178:
2163:
2162:
2158:
2146:
2145:
2141:
2132:
2130:
2123:
2104:
2103:
2099:
2089:
2087:
2068:
2067:
2060:
2052:
2048:
2038:
2036:
2023:
2022:
2009:
2001:
1990:
1982:
1978:
1970:
1966:
1958:
1954:
1945:
1943:
1930:
1929:
1925:
1916:
1914:
1904:
1903:
1899:
1890:
1888:
1878:
1877:
1873:
1864:
1862:
1852:
1851:
1847:
1840:
1827:
1826:
1822:
1812:
1810:
1803:
1788:
1787:
1780:
1776:
1766:
1753:
1744:
1742:
1737:
1731:
1718:
1712:
1699:
1693:
1680:
1674:
1661:
1655:
1640:
1634:
1619:
1613:
1598:
1595:
1562:Online creation
1558:
1546:Invisible walls
1531:
1515:
1509:
1487:
1476:
1474:Hidden features
1464:
1458:
1438:
1423:
1417:
1362:scenario editor
1319:
1313:
1261:
1221:
1183:
1181:Level streaming
1156:
1143:
1054:
1030:WAD level files
909:Two-dimensional
902:
883:
877:Game art design
865:
843:obstacle course
839:Green Hill Zone
834:interest high.
799:
770:
769:
733:
725:
724:
720:Game journalism
710:
702:
701:
686:
680:
636:
621:
580:
566:
565:
564:
558:Copy protection
534:
514:
483:
473:
472:
452:
385:
377:
376:
329:
309:
297:
243:
232:
231:
230:
225:
214:
208:
205:
162:
160:
150:
138:
123:
117:
114:
104:
91:
50:
46:
39:
28:
23:
22:
15:
12:
11:
5:
5128:
5126:
5118:
5117:
5112:
5107:
5102:
5097:
5087:
5086:
5080:
5079:
5077:
5076:
5069:
5062:
5055:
5048:
5041:
5033:
5030:
5029:
5026:
5025:
5023:
5022:
5017:
5012:
5007:
5002:
4997:
4992:
4987:
4982:
4977:
4972:
4967:
4962:
4957:
4952:
4947:
4942:
4937:
4932:
4927:
4926:
4925:
4920:
4910:
4905:
4900:
4893:
4892:
4890:Wicked problem
4887:
4882:
4877:
4872:
4867:
4862:
4857:
4852:
4847:
4842:
4837:
4832:
4827:
4822:
4817:
4812:
4807:
4802:
4797:
4792:
4787:
4781:
4778:
4777:
4775:Related topics
4774:
4767:
4766:
4763:
4762:
4759:
4758:
4756:
4755:
4750:
4745:
4740:
4735:
4730:
4725:
4720:
4714:
4712:
4708:
4707:
4705:
4704:
4699:
4694:
4692:Design Council
4689:
4684:
4679:
4673:
4671:
4667:
4666:
4664:
4663:
4662:
4661:
4659:European Union
4651:
4644:
4639:
4634:
4629:
4624:
4618:
4616:
4610:
4609:
4607:
4606:
4601:
4596:
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4586:
4581:
4576:
4571:
4566:
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4457:
4452:
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4442:
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4432:
4427:
4422:
4417:
4412:
4407:
4402:
4397:
4392:
4387:
4380:
4379:
4378:
4377:
4367:
4362:
4357:
4356:
4355:
4345:
4340:
4338:Usage-centered
4335:
4334:
4333:
4331:Design for All
4323:
4318:
4313:
4311:Transformation
4308:
4303:
4298:
4293:
4292:
4291:
4281:
4276:
4271:
4266:
4261:
4259:Research-based
4256:
4251:
4246:
4241:
4236:
4231:
4226:
4224:Platform-based
4221:
4216:
4211:
4206:
4201:
4196:
4191:
4186:
4181:
4176:
4174:KISS principle
4171:
4166:
4161:
4156:
4151:
4146:
4141:
4136:
4131:
4126:
4121:
4116:
4111:
4106:
4101:
4096:
4091:
4086:
4084:Fault-tolerant
4081:
4079:Error-tolerant
4076:
4075:
4074:
4064:
4062:Energy neutral
4059:
4054:
4049:
4044:
4043:
4042:
4032:
4027:
4022:
4021:
4020:
4018:Design fiction
4010:
4005:
4000:
3995:
3990:
3985:
3980:
3975:
3970:
3965:
3960:
3955:
3950:
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3935:
3929:
3926:
3925:
3922:
3915:
3914:
3911:
3910:
3907:
3906:
3904:
3903:
3901:Systems design
3898:
3893:
3888:
3883:
3878:
3873:
3871:Protein design
3868:
3863:
3861:Process design
3858:
3853:
3848:
3843:
3838:
3837:
3836:
3831:
3826:
3824:Circuit design
3816:
3811:
3806:
3801:
3796:
3791:
3786:
3781:
3776:
3771:
3765:
3763:
3752:
3751:
3749:
3748:
3746:Textile design
3743:
3738:
3733:
3728:
3723:
3718:
3713:
3712:
3711:
3706:
3704:Costume design
3699:Fashion design
3696:
3687:
3681:
3679:
3671:
3670:
3668:
3667:
3662:
3657:
3652:
3647:
3642:
3637:
3632:
3627:
3626:
3625:
3620:
3610:
3609:
3608:
3597:
3595:
3587:
3586:
3584:
3583:
3581:Service design
3578:
3576:Sensory design
3573:
3568:
3566:Product design
3563:
3558:
3553:
3548:
3543:
3542:
3541:
3531:
3526:
3521:
3516:
3511:
3505:
3503:
3495:
3494:
3492:
3491:
3486:
3484:Spatial design
3481:
3476:
3475:
3474:
3464:
3462:Keyline design
3459:
3458:
3457:
3447:
3442:
3437:
3432:
3431:
3430:
3428:Computer-aided
3420:
3415:
3410:
3409:
3408:
3398:
3393:
3387:
3385:
3377:
3376:
3374:
3373:
3368:
3363:
3354:
3345:
3340:
3335:
3330:
3325:
3320:
3315:
3314:
3313:
3308:
3303:
3296:Graphic design
3293:
3288:
3286:Exhibit design
3283:
3278:
3273:
3267:
3265:
3253:
3252:
3249:
3242:
3241:
3239:
3238:
3233:
3227:
3224:
3223:
3218:
3216:
3215:
3208:
3201:
3193:
3184:
3183:
3181:
3180:
3175:
3170:
3165:
3160:
3155:
3150:
3144:
3142:
3138:
3137:
3135:
3134:
3129:
3124:
3123:
3122:
3117:
3107:
3102:
3097:
3091:
3089:
3085:
3084:
3082:
3081:
3076:
3074:Rocket jumping
3070:
3068:
3064:
3063:
3061:
3060:
3055:
3050:
3049:
3048:
3038:
3033:
3028:
3023:
3022:
3021:
3016:
3006:
3001:
2995:
2993:
2989:
2988:
2986:
2985:
2984:
2983:
2973:
2968:
2963:
2958:
2953:
2948:
2943:
2938:
2933:
2928:
2923:
2918:
2913:
2908:
2903:
2898:
2896:Loading screen
2893:
2888:
2883:
2881:Invisible wall
2878:
2873:
2868:
2863:
2858:
2853:
2847:
2845:
2839:
2838:
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2814:
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2804:
2799:
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2778:
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2772:
2771:
2766:
2763:
2762:
2756:
2754:
2753:
2746:
2739:
2731:
2724:
2723:
2711:
2693:
2673:
2649:
2646:. p. 107.
2628:
2611:
2599:
2587:
2575:
2529:
2509:
2497:
2482:
2449:
2416:
2383:
2371:
2356:
2344:
2312:
2300:
2288:
2276:
2264:
2247:
2217:
2188:
2156:
2139:
2121:
2115:. p. 14.
2097:
2058:
2046:
2007:
1988:
1976:
1964:
1962:, pp.21-22,126
1952:
1923:
1897:
1871:
1845:
1838:
1820:
1801:
1777:
1775:
1772:
1771:
1770:
1764:
1751:
1735:
1729:
1716:
1710:
1697:
1691:
1678:
1672:
1659:
1653:
1638:
1632:
1617:
1611:
1594:
1591:
1590:
1589:
1584:
1579:
1574:
1569:
1564:
1557:
1554:
1530:
1527:
1511:Main article:
1508:
1505:
1497:Wolfenstein 3D
1475:
1472:
1460:Main article:
1457:
1454:
1437:
1434:
1416:
1413:
1378:level designer
1370:virtual worlds
1312:
1309:
1260:
1257:
1220:
1219:Level designer
1217:
1188:loading screen
1182:
1179:
1155:
1152:
1142:
1139:
1114:
1113:
1102:
1095:
1088:
1085:
1082:
1079:
1076:
1073:
1053:
1050:
994:In games with
927:Space Invaders
901:
898:
864:
861:
801:
800:
798:
797:
790:
783:
775:
772:
771:
768:
767:
762:
757:
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723:
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653:
652:
642:
635:
634:
633:
632:
620:
619:
614:
609:
604:
603:
602:
597:
595:Expansion pack
592:
581:
572:
571:
568:
567:
563:
562:
561:
560:
555:
545:
540:
533:
532:
531:
530:
528:Content rating
520:
513:
512:
511:
510:
505:
500:
495:
484:
479:
478:
475:
474:
471:
470:
469:
468:
458:
456:Arcade cabinet
451:
450:
449:
448:
443:
442:
441:
436:
431:
421:
416:
411:
406:
401:
386:
383:
382:
379:
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369:
364:
359:
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352:
342:
341:
340:
328:
327:
326:
325:
320:
315:
304:
298:
293:
292:
289:
288:
282:
281:
277:
276:
245:
244:
227:
226:
141:
139:
132:
125:
124:
94:
92:
85:
80:
54:
53:
51:
44:
26:
24:
18:Jumping puzzle
14:
13:
10:
9:
6:
4:
3:
2:
5127:
5116:
5113:
5111:
5108:
5106:
5103:
5101:
5098:
5096:
5093:
5092:
5090:
5075:
5070:
5068:
5063:
5061:
5056:
5054:
5049:
5047:
5042:
5040:
5035:
5034:
5031:
5021:
5018:
5016:
5013:
5011:
5008:
5006:
5005:specification
5003:
5001:
4998:
4996:
4993:
4991:
4988:
4986:
4983:
4981:
4978:
4976:
4973:
4971:
4968:
4966:
4963:
4961:
4958:
4956:
4953:
4951:
4948:
4946:
4943:
4941:
4938:
4936:
4933:
4931:
4928:
4924:
4921:
4919:
4918:architectural
4916:
4915:
4914:
4911:
4909:
4906:
4904:
4901:
4899:
4895:
4894:
4891:
4888:
4886:
4885:Visualization
4883:
4881:
4878:
4876:
4873:
4871:
4868:
4866:
4863:
4861:
4858:
4856:
4853:
4851:
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4833:
4831:
4828:
4826:
4823:
4821:
4818:
4816:
4813:
4811:
4808:
4806:
4805:Cultural icon
4803:
4801:
4798:
4796:
4793:
4791:
4788:
4786:
4783:
4782:
4779:
4772:
4768:
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4726:
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4715:
4713:
4709:
4703:
4700:
4698:
4695:
4693:
4690:
4688:
4685:
4683:
4680:
4678:
4675:
4674:
4672:
4670:Organizations
4668:
4660:
4657:
4656:
4655:
4652:
4650:
4649:
4645:
4643:
4640:
4638:
4637:Design patent
4635:
4633:
4630:
4628:
4627:Design around
4625:
4623:
4620:
4619:
4617:
4611:
4605:
4602:
4600:
4597:
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4592:
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4523:
4520:
4518:
4515:
4513:
4510:
4509:
4507:
4505:
4501:
4497:
4489:
4487:Organizations
4486:
4483:
4480:
4479:
4475:
4471:
4461:
4458:
4456:
4453:
4451:
4448:
4446:
4443:
4441:
4438:
4436:
4433:
4431:
4428:
4426:
4423:
4421:
4418:
4416:
4413:
4411:
4408:
4406:
4403:
4401:
4398:
4396:
4393:
4391:
4388:
4386:
4382:
4381:
4376:
4373:
4372:
4371:
4368:
4366:
4363:
4361:
4358:
4354:
4351:
4350:
4349:
4348:User-centered
4346:
4344:
4341:
4339:
4336:
4332:
4329:
4328:
4327:
4324:
4322:
4319:
4317:
4314:
4312:
4309:
4307:
4304:
4302:
4299:
4297:
4296:Tableless web
4294:
4290:
4287:
4286:
4285:
4282:
4280:
4277:
4275:
4272:
4270:
4267:
4265:
4262:
4260:
4257:
4255:
4252:
4250:
4247:
4245:
4242:
4240:
4237:
4235:
4232:
4230:
4227:
4225:
4222:
4220:
4219:Participatory
4217:
4215:
4212:
4210:
4207:
4205:
4202:
4200:
4197:
4195:
4192:
4190:
4187:
4185:
4182:
4180:
4177:
4175:
4172:
4170:
4167:
4165:
4162:
4160:
4157:
4155:
4152:
4150:
4147:
4145:
4142:
4140:
4137:
4135:
4132:
4130:
4127:
4125:
4122:
4120:
4117:
4115:
4112:
4110:
4109:For Six Sigma
4107:
4105:
4102:
4100:
4097:
4095:
4092:
4090:
4087:
4085:
4082:
4080:
4077:
4073:
4070:
4069:
4068:
4065:
4063:
4060:
4058:
4055:
4053:
4052:Domain-driven
4050:
4048:
4045:
4041:
4040:architect-led
4038:
4037:
4036:
4033:
4031:
4028:
4026:
4023:
4019:
4016:
4015:
4014:
4011:
4009:
4006:
4004:
4001:
3999:
3996:
3994:
3991:
3989:
3986:
3984:
3983:Configuration
3981:
3979:
3976:
3974:
3971:
3969:
3966:
3964:
3961:
3959:
3956:
3954:
3951:
3949:
3948:Brainstorming
3946:
3944:
3941:
3939:
3936:
3934:
3931:
3930:
3927:
3920:
3916:
3902:
3899:
3897:
3894:
3892:
3889:
3887:
3884:
3882:
3881:Social design
3879:
3877:
3874:
3872:
3869:
3867:
3864:
3862:
3859:
3857:
3854:
3852:
3849:
3847:
3844:
3842:
3839:
3835:
3832:
3830:
3827:
3825:
3822:
3821:
3820:
3817:
3815:
3812:
3810:
3807:
3805:
3804:Filter design
3802:
3800:
3797:
3795:
3792:
3790:
3787:
3785:
3782:
3780:
3779:Boiler design
3777:
3775:
3772:
3770:
3767:
3766:
3764:
3762:
3753:
3747:
3744:
3742:
3739:
3737:
3734:
3732:
3731:Scenic design
3729:
3727:
3724:
3722:
3719:
3717:
3716:Floral design
3714:
3710:
3707:
3705:
3702:
3701:
3700:
3697:
3695:
3691:
3688:
3686:
3683:
3682:
3680:
3678:
3672:
3666:
3663:
3661:
3658:
3656:
3653:
3651:
3648:
3646:
3643:
3641:
3638:
3636:
3633:
3631:
3628:
3624:
3621:
3619:
3616:
3615:
3614:
3611:
3607:
3604:
3603:
3602:
3599:
3598:
3596:
3594:
3588:
3582:
3579:
3577:
3574:
3572:
3569:
3567:
3564:
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3557:
3554:
3552:
3549:
3547:
3544:
3540:
3537:
3536:
3535:
3532:
3530:
3527:
3525:
3522:
3520:
3517:
3515:
3512:
3510:
3507:
3506:
3504:
3502:
3496:
3490:
3487:
3485:
3482:
3480:
3477:
3473:
3470:
3469:
3468:
3465:
3463:
3460:
3456:
3453:
3452:
3451:
3448:
3446:
3443:
3441:
3438:
3436:
3433:
3429:
3426:
3425:
3424:
3423:Garden design
3421:
3419:
3416:
3414:
3411:
3407:
3406:Passive solar
3404:
3403:
3402:
3399:
3397:
3394:
3392:
3389:
3388:
3386:
3384:
3381:Environmental
3378:
3372:
3369:
3367:
3364:
3362:
3358:
3355:
3353:
3349:
3346:
3344:
3343:Retail design
3341:
3339:
3336:
3334:
3331:
3329:
3326:
3324:
3321:
3319:
3316:
3312:
3309:
3307:
3304:
3302:
3299:
3298:
3297:
3294:
3292:
3289:
3287:
3284:
3282:
3279:
3277:
3274:
3272:
3269:
3268:
3266:
3264:
3261:Communication
3258:
3254:
3247:
3243:
3237:
3234:
3232:
3229:
3228:
3225:
3221:
3214:
3209:
3207:
3202:
3200:
3195:
3194:
3191:
3179:
3176:
3174:
3171:
3169:
3168:New Game Plus
3166:
3164:
3161:
3159:
3156:
3154:
3151:
3149:
3146:
3145:
3143:
3139:
3133:
3130:
3128:
3127:Single-player
3125:
3121:
3118:
3116:
3113:
3112:
3111:
3108:
3106:
3103:
3101:
3098:
3096:
3093:
3092:
3090:
3088:Forms of play
3086:
3080:
3077:
3075:
3072:
3071:
3069:
3065:
3059:
3056:
3054:
3051:
3047:
3044:
3043:
3042:
3039:
3037:
3034:
3032:
3029:
3027:
3024:
3020:
3017:
3015:
3012:
3011:
3010:
3007:
3005:
3002:
3000:
2997:
2996:
2994:
2990:
2982:
2979:
2978:
2977:
2974:
2972:
2969:
2967:
2966:Tank controls
2964:
2962:
2961:Status effect
2959:
2957:
2954:
2952:
2949:
2947:
2944:
2942:
2939:
2937:
2934:
2932:
2929:
2927:
2924:
2922:
2919:
2917:
2914:
2912:
2909:
2907:
2904:
2902:
2899:
2897:
2894:
2892:
2891:Line of sight
2889:
2887:
2884:
2882:
2879:
2877:
2874:
2872:
2869:
2867:
2864:
2862:
2861:Dialogue tree
2859:
2857:
2854:
2852:
2849:
2848:
2846:
2844:
2840:
2834:
2831:
2829:
2826:
2824:
2821:
2819:
2816:
2815:
2813:
2809:
2803:
2800:
2798:
2795:
2793:
2790:
2788:
2785:
2783:
2780:
2779:
2777:
2773:
2769:
2764:
2759:
2752:
2747:
2745:
2740:
2738:
2733:
2732:
2729:
2720:
2715:
2712:
2700:
2696:
2690:
2686:
2685:
2677:
2674:
2670:
2666:
2665:Imagine Media
2662:
2661:
2653:
2650:
2645:
2644:Imagine Media
2641:
2640:
2632:
2629:
2625:
2624:Shahrani 2006
2620:
2618:
2616:
2612:
2608:
2603:
2600:
2596:
2591:
2588:
2584:
2579:
2576:
2565:on 2017-08-09
2561:
2556:
2555:10.1.1.134.75
2551:
2547:
2540:
2533:
2530:
2526:
2522:
2516:
2514:
2510:
2506:
2501:
2498:
2494:
2489:
2487:
2483:
2470:
2466:
2465:
2460:
2453:
2450:
2437:
2433:
2432:
2427:
2420:
2417:
2404:
2400:
2399:
2394:
2387:
2384:
2380:
2375:
2372:
2368:
2363:
2361:
2357:
2353:
2348:
2345:
2334:on 2017-03-14
2333:
2329:
2328:
2323:
2316:
2313:
2309:
2304:
2301:
2297:
2292:
2289:
2285:
2280:
2277:
2273:
2268:
2265:
2261:
2260:Shahrani 2006
2256:
2254:
2252:
2248:
2235:
2231:
2227:
2221:
2218:
2206:
2202:
2198:
2192:
2189:
2176:
2172:
2171:
2166:
2165:"Lock'n'Lode"
2160:
2157:
2152:
2151:
2143:
2140:
2128:
2124:
2118:
2114:
2110:
2109:
2101:
2098:
2085:
2081:
2077:
2076:
2071:
2070:"Donkey Kong"
2065:
2063:
2059:
2055:
2050:
2047:
2034:
2030:
2026:
2020:
2018:
2016:
2014:
2012:
2008:
2004:
2003:Shahrani 2006
1999:
1997:
1995:
1993:
1989:
1985:
1980:
1977:
1973:
1968:
1965:
1961:
1956:
1953:
1942:on 2011-08-08
1941:
1937:
1933:
1927:
1924:
1912:
1908:
1901:
1898:
1886:
1882:
1875:
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1808:
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1798:
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1785:
1783:
1779:
1773:
1767:
1761:
1757:
1752:
1741:
1736:
1732:
1730:0-321-20467-0
1726:
1722:
1717:
1713:
1707:
1703:
1698:
1694:
1688:
1684:
1679:
1675:
1673:1-59200-493-8
1669:
1665:
1660:
1656:
1650:
1646:
1645:
1639:
1635:
1629:
1626:. McFarland.
1625:
1624:
1618:
1614:
1608:
1604:
1603:
1597:
1596:
1592:
1588:
1585:
1583:
1582:Game tutorial
1580:
1578:
1575:
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1570:
1568:
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1379:
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1371:
1367:
1363:
1359:
1355:
1351:
1344:
1343:
1339:
1338:strategy game
1334:
1328:
1327:side scroller
1323:
1318:
1310:
1308:
1306:
1302:
1298:
1297:Softimage XSI
1294:
1290:
1286:
1282:
1278:
1277:3D Studio Max
1274:
1269:
1267:
1266:game's engine
1258:
1256:
1254:
1253:game designer
1250:
1249:visual artist
1246:
1242:
1238:
1234:
1230:
1226:
1225:game designer
1218:
1216:
1214:
1210:
1209:PlayStation 5
1205:
1201:
1197:
1193:
1189:
1180:
1178:
1176:
1172:
1169:
1166:
1164:
1159:
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1149:
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936:platform game
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170: –
169:
165:
164:Find sources:
158:
154:
148:
147:
142:This article
140:
136:
131:
130:
121:
111:
107:
102:
98:
95:This article
93:
89:
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83:
78:
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69:
68:
63:
62:
57:
52:
43:
42:
37:
33:
19:
5100:Computer art
4875:STEAM fields
4845:Lean startup
4830:Indie design
4646:
4613:Intellectual
4365:Value-driven
4343:Use-centered
4249:Regenerative
4229:Policy-based
4189:Mind mapping
4094:For assembly
4035:Design–build
3953:By committee
3938:Adaptive web
3736:Sound design
3694:glass design
3692: /
3677:applied arts
3618:Level design
3617:
3489:Urban design
3440:Hotel design
3391:Architecture
3366:Video design
3359: /
3350: /
3318:Illustration
3311:Print design
3281:Brand design
3132:Speedrunning
3008:
2936:Replay value
2802:Critical hit
2721:, pp.117-118
2714:
2703:. Retrieved
2683:
2676:
2668:
2658:
2652:
2637:
2631:
2602:
2590:
2578:
2567:. Retrieved
2560:the original
2545:
2532:
2525:DusteD Games
2524:
2500:
2473:. Retrieved
2462:
2452:
2440:. Retrieved
2429:
2419:
2407:. Retrieved
2396:
2386:
2381:, pp.113-114
2374:
2369:, pp.111-112
2354:, pp.140-141
2347:
2336:. Retrieved
2332:the original
2325:
2315:
2303:
2298:, pp.128-130
2291:
2286:, pp.132-135
2279:
2267:
2238:. Retrieved
2229:
2220:
2209:. Retrieved
2200:
2191:
2179:. Retrieved
2175:the original
2168:
2159:
2148:
2142:
2131:. Retrieved
2107:
2100:
2088:. Retrieved
2073:
2049:
2037:. Retrieved
2033:the original
1979:
1967:
1955:
1944:. Retrieved
1940:the original
1926:
1915:. Retrieved
1909:. GameSpot.
1900:
1889:. Retrieved
1883:. GameSpot.
1874:
1863:. Retrieved
1859:the original
1848:
1829:
1823:
1811:. Retrieved
1791:
1755:
1743:. Retrieved
1720:
1701:
1682:
1663:
1643:
1622:
1601:
1550:
1535:
1532:
1516:
1502:
1495:
1488:
1484:Secret Level
1467:
1465:
1449:Gimmick maps
1448:
1447:
1439:
1427:
1424:
1402:
1396:
1393:
1386:
1382:
1380:or mapper.
1361:
1357:
1353:
1350:level editor
1349:
1347:
1342:Warzone 2100
1340:
1311:Level editor
1270:
1262:
1229:level editor
1222:
1192:input/output
1184:
1177:
1173:
1170:
1167:
1160:
1157:
1144:
1141:Design goals
1136:
1133:
1127:
1121:
1115:
1097:Introducing
1067:
1059:
1055:
1039:
1033:
1026:game modding
1019:
1013:
1011:
999:
982:
975:
969:
959:
957:
938:
925:
922:shoot 'em up
914:
889:
886:Level design
885:
884:
863:Level design
850:
849:; the first
847:action games
836:
830:
826:
822:
818:
814:
810:
804:
715:Game studies
640:Free-to-play
630:Cloud gaming
612:Crowdfunding
607:Early access
578:monetization
574:Distribution
518:Localization
394:
338:Level design
260:
233:
215:
206:
196:
189:
182:
175:
163:
151:Please help
146:verification
143:
118:October 2023
115:
106:You can help
96:
72:
65:
59:
58:Please help
55:
4913:competition
4870:Slow design
4820:Form factor
4790:Concept art
4599:HTML editor
4279:Sustainable
4114:For testing
3958:By contract
3814:Work design
3789:Drug design
3761:engineering
3635:Icon design
3613:Game design
3591:Interaction
3539:Sustainable
3472:Sustainable
3361:Type design
3338:Photography
3333:News design
3276:Book design
3271:Advertising
3250:Disciplines
3120:Competitive
3115:Cooperative
3110:Multiplayer
3014:Bonus stage
2981:Fast travel
2409:January 13,
2398:GamesRadar+
2352:Oxland 2004
2308:Oxland 2004
2296:Oxland 2004
2284:Oxland 2004
2274:, p.107-110
2230:Everything2
2201:Atari Mania
2075:Retro Gamer
1960:Oxland 2004
1813:30 December
1664:Game Design
1572:ROM hacking
1513:Bonus stage
1507:Bonus stage
1492:easter eggs
1405:game engine
1108:nodes that
1106:pathfinding
1063:game genres
1018:(1993) and
961:Lode Runner
953:Donkey Kong
940:Donkey Kong
881:Game design
857:penultimate
807:video games
674:Battle pass
669:Season pass
585:Buy-to-play
508:South Korea
345:Programming
295:Development
258:puzzle game
5089:Categories
5073:Wiktionary
5066:Wikisource
5020:technology
4990:principles
4589:Storyboard
4415:management
4410:leadership
4375:Privacy by
4214:Parametric
4184:Metadesign
4154:Integrated
4144:High-level
4129:Generative
4124:Functional
3993:Continuous
3988:Contextual
3963:C-K theory
3923:Approaches
3665:Web design
3519:CMF design
3499:Industrial
3357:Typography
3158:Deathmatch
3141:Game modes
3031:Open world
2941:Saved game
2911:Permadeath
2901:Paper doll
2866:Fog of war
2811:Characters
2775:Attributes
2758:Video game
2719:Bates 2004
2705:2014-11-18
2607:Bates 2004
2583:Bates 2004
2569:2020-02-07
2505:Bates 2004
2379:Bates 2004
2367:Bates 2004
2338:2020-08-15
2272:Bates 2004
2262:, part III
2211:2020-08-15
2133:2021-05-26
2054:Bates 2004
1972:Bates 2004
1946:2009-03-27
1917:2009-04-02
1891:2009-04-02
1865:2009-04-02
1774:References
1538:experience
1529:Level bugs
1519:video game
1419:See also:
1374:video game
1315:See also:
1275:, such as
1241:prototypes
1204:open world
1129:Cut scenes
966:Doug Smith
917:programmer
867:See also:
523:Censorship
481:Publishing
419:Nonviolent
390:Video game
323:Programmer
209:March 2010
179:newspapers
61:improve it
5059:Wikiquote
5045:Wikibooks
4995:rationale
4960:knowledge
4935:education
4855:OODA loop
4579:Prototype
4564:Flowchart
4522:Blueprint
4390:computing
4326:Universal
4274:Safe-life
4179:Low-level
4169:Iterative
4149:Inclusive
4134:Geodesign
4025:Defensive
3973:Co-design
3943:Affective
3100:Nonlinear
3053:Overworld
2871:Game over
2843:Mechanics
2626:, part II
2550:CiteSeerX
2519:DusteD. "
2475:March 16,
2464:Eurogamer
2442:March 18,
2431:Eurogamer
2240:March 29,
2181:March 29,
1745:5 January
1605:. Wiley.
1587:Tier list
1523:power-ups
1289:Lightwave
1237:game code
1163:power-ups
1148:immersive
1118:World 1-1
1035:Half-Life
852:Half-Life
695:Advergame
466:Accessory
307:Developer
254:Isometric
110:talk page
67:talk page
5052:Wikinews
4985:paradigm
4965:language
4945:engineer
4940:elements
4930:director
4615:property
4460:thinking
4450:strategy
4435:research
4395:controls
4353:Empathic
4284:Systemic
4244:Rational
4199:New Wave
4013:Critical
3236:Designer
3173:Survival
3095:Emergent
3079:Strafing
3046:Map seed
3026:Mini-map
3019:Minigame
2951:Spawning
2916:Power-up
2906:Password
2856:Cutscene
2760:concepts
2699:Archived
2585:, pp.116
2469:Archived
2436:Archived
2403:Archived
2234:Archived
2205:Archived
2127:Archived
2084:Archived
2039:29 March
2027:(2000).
2005:, part I
1911:Archived
1885:Archived
1807:Archived
1556:See also
1468:minigame
1462:Minigame
1456:Minigame
1358:campaign
1198:(HDDs),
1104:Placing
1099:scripted
657:Loot box
590:AAA game
446:Non-game
439:Exergame
429:Art game
384:Products
362:Graphics
313:Designer
302:Producer
5038:Commons
5010:studies
4955:history
4923:student
4908:classic
4896:Design
4810:.design
4738:Graphex
4440:science
4430:pattern
4425:methods
4400:culture
4383:Design
4194:Modular
4047:Diffuse
3968:Closure
3690:Ceramic
3348:Signage
3231:Outline
2992:Scenery
2609:, p.108
2507:, p.118
2327:1UP.com
2310:, p.139
2197:"Dandy"
1974:, p.107
1936:GameSpy
1593:Sources
1542:camping
1443:sniping
1364:) is a
1285:AutoCAD
1281:Blender
1245:artwork
1052:Process
1041:Quake 3
1021:Doom II
958:1983's
949:Pauline
900:History
819:mission
709:Related
690:in-game
488:Markets
461:Console
434:Edugame
424:Serious
372:Testing
193:scholar
5015:studio
5000:review
4980:museum
4903:change
4711:Awards
4584:Sketch
4569:Mockup
4549:CAutoD
4490:Awards
4455:theory
4445:sprint
4420:marker
4385:choice
3759:&
3757:design
3593:design
3501:design
3383:design
3301:Motion
3263:design
3220:Design
3105:Twitch
3058:Skybox
2782:Health
2691:
2597:, p.48
2552:
2495:, p.76
2119:
1836:
1799:
1762:
1727:
1708:
1689:
1670:
1651:
1630:
1609:
1372:for a
1305:plugin
1001:Nexuiz
879:, and
827:course
538:Piracy
404:Erotic
399:Casual
350:Engine
333:Design
318:Artist
195:
188:
181:
174:
166:
108:. The
4898:brief
4785:Agile
4504:Tools
4481:Tools
4119:For X
3755:Other
3674:Other
3009:Level
2956:Stats
2921:Quest
2797:Magic
2563:(PDF)
2542:(PDF)
2226:"ZZT"
2090:4 May
1986:, p.5
1301:Grome
998:like
971:Dandy
951:from
945:Mario
932:lives
924:game
831:round
829:, or
823:stage
811:level
743:Indie
732:Lists
662:gacha
543:Clone
503:Japan
493:China
409:Indie
367:Music
200:JSTOR
186:books
4975:load
4970:life
4950:firm
4537:CAID
4405:flow
4321:TRIZ
4209:Open
2976:Warp
2886:Item
2818:Boss
2787:Life
2689:ISBN
2477:2020
2444:2020
2411:2021
2242:2010
2183:2010
2117:ISBN
2092:2021
2041:2010
1834:ISBN
1815:2017
1797:ISBN
1760:ISBN
1747:2011
1725:ISBN
1706:ISBN
1687:ISBN
1668:ISBN
1649:ISBN
1628:ISBN
1607:ISBN
1397:Doom
1389:FOSS
1293:Maya
1251:and
1211:and
1015:Doom
985:MUDs
809:, a
576:and
498:U.S.
262:Edge
172:news
4532:CAD
4512:AAD
4289:SOD
4269:RWD
4139:HCD
3606:EED
3455:EID
2876:HUD
2823:Bot
2523:",
2170:IGN
1360:or
1354:map
1299:or
1120:of
1048:.
977:ZZT
888:or
855:'s
815:map
805:In
155:by
5091::
2697:.
2614:^
2544:.
2512:^
2485:^
2467:.
2461:.
2434:.
2428:.
2401:.
2395:.
2359:^
2324:.
2250:^
2228:.
2203:.
2199:.
2167:.
2125:.
2111:.
2078:.
2072:.
2061:^
2010:^
1991:^
1934:.
1805:.
1781:^
1466:A
1356:,
1348:A
1295:,
1291:,
1287:,
1283:,
1279:,
1038:,
875:,
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825:,
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2185:.
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20:)
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