Level With Design

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Level With Design - Prey (2006)

Prey 2006

I’ve been thinking about what I wanted to write for the refreshed version of my blog. Sure, there are still a few archived drafts waiting in line, but I felt the need to create something new — or rather, something new about something old.

I wanted to write about a game that holds a special place in my heart. Not only because I recently revisited it, but also out of respect for its legacy. I truly believe that Prey (2006) is one of the most underrated first-person shooters ever made. And I’m happy to shine a bit of light on it here.

Prey isn’t just an action game with a cool story and dark atmosphere — it’s also a title with huge value from a game and level design perspective. Breaking it all down would take pages, but today I’ll focus on what matters most: the design choices, the developers’ approach, and a few examples of why this game still feels so clever. Hopefully, by the end of this post, you’ll want to play it yourself (and trust me — it’s worth it 😉).

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Its Blocktober Time!

#blocktober

October. A month like any other, but for us level designers it feels a little special. This is when our unwritten “holiday” happens — a time when we’re more eager to share our work with the world. We call this event #Blocktober.

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October Blog Update

Blog october update

Hey there,

It’s been a while since the last post, so it’s time for a little update.

First of all – the layout. What you see now serves as a solid foundation for further development. There will definitely be more updates in the future, including new sections that I don’t want to spoil just yet.

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Blog Comeback

Blog comeback

After a few months of break, I’m back with the new Level With Design blog. More content will be coming soon — stay tuned!

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