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  1. You might not agree with me, but in fan missions, for both Thief series and Darkmod, level design is often the weakest part. We mostly want to tell a story, build cool or "realistic" locations, and we think about populating these locations as we go. Not that I'm a good level designer, but all these years I've been collecting tutorials, books, and GDC PowerPoint presentations about level design, and I want to share a few of those with you. I paid for the books, so that would be illegal to share, but stuff from GDC is publicly available. Let's start with something absolutely essential. I believe every Thief/Darkmod level designer should be familiar with this: Randy Smith - Level building and stealth gameplay Now, this is a good piece on environmental storytelling. If you want to cut back on lengthy readables in your levels and leave more to players' interpretation, this is a must-read too: Harvey Smith & Mattias Worch – What Happened Here This is more like an annex to the first presentation, a bit more theory on how Thief systems work: Randy Smith - Design fundamentals of stealth gameplay in Thief I have more of those, but they're more about systems, or they focus on other games and level design in general. IMO those three documents are a solid piece of knowledge that should help you think more consciously about your levels and the whole design phase. Also, if you have any documents like that, especially on stealth games, and you can share it, it would be great
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