







The Level Design Book
The Level Design Book gathers level design knowledge for 3D video games in an approachable, up-to-date, and critical way. It is for designers of all experience levels and game engines.
I/O systems for level scripting – joe wintergreen internet zone
This week I built a Source Engine style input/output (I/O) system for level scripting in Sleight of Hand, and if you don’t know what that is or means, you have that in common with most game developers. It’s an astonishingly useful thing to have on any game with level scripting (it’s how Valve’s games do it all the way from Half-Life to Half-Life Alyx). It’s empowering to level designers, and the time and work it stands to save you is unquantifiable but immense. It’s also simple and easy! I’m gonna jot down here how mine (in Unreal) works, but also make a case for the feature in the first place, because like all the most impactful good ideas, most people don’t see the point right away. Alas, I fear I will have to use headings.

where good ideas come from (for coding agents)
(and the part where users have to level up)

I Fear The Levels Of Film Bro I Will Become With My XGIMI Horizon 20 Projector
I now understand the mind goblins that plague PC gamers stuck in settings menus

Unreal Engine Plugins That I Reckon Are Good
Mesh Tool by Nate Mary is a general modeling tool and the best way to do level design in the editor, though UE5’s CubeGrid tool is really good too (but has fewer functions than this). You can use both together, both just output meshes. I asked Nate to add Hotspot Texturing like Source 2 has, and the madman did it. The pictures above are all of MeshTool stuff, all of it whipped up real quick.

Arts & Deeptech, A Codependency
Deeptech, and the arts are stunted because, in my opinion, we don’t have enough ‘shots on goal’. If the 80/20 rule is true, then tech and…

VC&G | » My memories of what life was like before the Internet
Adventures in vintage computers and retrogaming. Includes articles on classic games and obsolete computers.

The 8 Levels of Agentic Engineering — Bassim Eledath
AI's coding ability is outpacing our ability to wield it effectively. That gap closes in levels — 8 of them. Here's the progression from tab complete to autonomous agent teams.
omp — a coding agent with the IDE wired in
Subagents, plan mode, LSP, DAP, hindsight memory, hashline edits, time-traveling rules — with a native Rust engine doing the heavy lifting.

Spatial Communication in Level Design
lowpoly.gg - Old games for a modern web
A 90s low-poly arcade built out of DOM nodes. Play classic games ported to the browser in 3D CSS, with no install or WebGL required.


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I Started Programming When I Was 7. I'm 50 Now, and the Thing I Loved Has Changed | James Randall
I still love developing but the shifts that AI have brought are tectonic and are forcing me to re-evaluate my own relationship to building things

gamesgamesgamesgamesgames/cartridge
A platform for managing video games on ATProto, enabling data sovereignty for both players and developers.