Chapter 1. Kamuro Nights: A Personal Retrospective of the Yakuza Series Gavin Greene Chapter 2. Cracking the Resident Evil Puzzle BoxDaniel Johnson Chapter 3.From Construction to Perception: Three Views of Level Design for Story-Driven Games Huaxin Wei and Chaoguang Wang Chapter 4. Everything I Learned About Level Design at an Orlesian BallHeidi McDonald Chapter 5. Hell, Hyboria, and Disneyland; The Origins and Inspirations of Themed Video Game Level DesignScott Rogers Chapter 6. Level Design Practices for Independent GamesFares Kayali and Josef Ortner Chapter 7. Making the Most of Audio in Characterization, Narrative Structure, and Level DesignChanel Summers Chapter 8.
Procedural Content Generation: An OverviewGillian Smith Chapter 9.P.T.and the Play of StillnessBrian Upton Chapter 10. The Illusion of Choice - How to Hide the Linearity of Levels from Players Joao Raza and Benjamin Carter Chapter 11. Integrating Procedural and Handmade Level Design Dr. Mark R. Johnson Chapter 12.
Level Design Planning for Open World GamesJoel Burgess PART 4: TESTING LEVELS Chapter 13. Play-Personas: Mental Tools for Player-Centered Level DesignAlessandro Canossa Chapter 14. Evaluating Level Design Using Public EventsJonathan Moriarty Chapter 15. The Rule of 27's: A Comparative Analysis of 2D Screenspace and Virtual Reality Environment Design Hadar Silverman Chapter 16. Expression vs. Experience: Balancing Art and Usability Needs in Level Design Christopher W. Totten.