In this video we are going to talk a little about level design. Just an intro to get you started. First of all, we are going to break down signification of these two words: Level and Design. Level, first, according to the Webster dictionary a level is a practically horizontal surface or area. And I like this practically here because it means that it's not exactly something perfectly flat. It doesn't have to be. It can be just a surface, an area, a terrain basically, something that can have a little bit of life in it. But it's just a tiny corner of the world. Then you have Design. Again, according to Webster's dictionary, a design means to conceive and plan out in the mind. And that's exactly what level design is, is bringing your ideas, your plan, your maps, your idea for World into a surface, into a volume, into a space, basically. Level design is designing spaces, and most importantly, what's going to be in their spaces. So you can have obviously a whole lot of different things in this spaces, you will have to think about these walls. You will have to expand from the map, rise from the plan, and think about obstacles, traps, natural dangers, and artificial ones. Like falling to your death. You will have to design a space that you can explore like a maze. And maybe get lost in it. We will talk about the garden which is really competent about level design and a real interesting analogy in this terms. You will have to think about how to escape these worlds, how to escape this maze. And you will have to define the architecture involved in your space. It can be extremely simple. What I want you think about also, just a little bit, at the end of this video is also about Micro and Macro design. Thinking about the scale that, you know, you're going to throw your character or your players or your entire army, any kind of entity you're going to play with, what is going to be the scale of the world. The playable world or the world in general. Is it going to be a tiny, tiny place? A tiny corner of the galaxy, or the galaxy itself? With multiple styles. We're going to talk about all that, and we're going to define this, too, in two parts, just after this video.