Back in this chapter introduction, we described level design as a huge, nebulous topic. Many pages later, and in spite of the overwhelming complexity of the subject, you hopefully feel more confident about approaching the creation of levels for your games.
We started by describing the 5 step approach to level design (from premise to polish), and explored the interactions between level design and storytelling. We then took a journey through a set of practical tips and tricks, from the use of realism and the philosophy ofKishōtenketsu (intro, development, twist, conclusion) to the complexities of light and darkness, practical use of space, and tips on multiplayer level design.
But that's not all! The subject of pacing (a concept briefly mentioned during our example sketch for Call of Duty: Modern Warfare) will be expanded upon in Chapter 13, Balancing.
Now that we have our game worlds, we should try and populate them. The next chapter is dedicated to the art and craft of creating game...