Space is not a wall: toward a less architectural level design
Radiator Blog
MAY 10, 2025
Not floors or walls, but concepts and ideas and behaviors. In levels, this looks like planning out quest arcs, pacing setpiece beats, balancing spreadsheets, and choreographing battles. These are fine as art tests or fun asset jams, but don't call it level design! Why must level designers stop at doing bad architecture?
Let's personalize your content