Educational Feature: A History and Analysis of Level Design in 3D Computer Games, Pt.2

Indiana University graduate student Sam Shahrani presents a detailed history of the evolution of level design and in-game interactivity from the inception of 3D engines to the near present, in the conclusion of this exclusive two-part Gamasutra educational feature. In this extract, the choices made in designing Looking Glass’ classic PC survival-horror FPS System Shock are discussed: "The level