Level Atlas

The ten designers

A ranked list of the people who taught the field something it still uses. Every lesson below is a claim about design with a source the designer said or wrote, and where the lesson became one of the atlas's techniques, it links there.

  • Named, reusable lessons that working designers still apply.
  • At least two landmark works, across decades where possible.
  • Primary sources: talks, interviews, postmortems, or their own books.
  • Spread across eras and regions, so the list reads as a history.

Lineage

Forty-five years on one axis. Hover a mark for the game; click a name for the entry.

19801990200020102020Toru Iwatani at Namco, 1977 to 2007Shigeru Miyamoto at Nintendo, 1977 onSid Meier at MicroProse, 1982 to 1996Sid Meier at Firaxis Games, 1996 onHideo Kojima at Konami, 1986 to 2015Hideo Kojima at Kojima Productions, 2015 onWill Wright at Maxis, 1987 to 2009Will Wright at Stupid Fun Club, 2009 to 2018Will Wright at Gallium Studios, 2018 onJohn Romero at Softdisk, 1989 to 1991John Romero at id Software, 1991 to 1996John Romero at Ion Storm, 1996 to 2001John Romero at Romero Games, 2015 onWarren Spector at Origin Systems, 1989 to 1997Warren Spector at Looking Glass Studios, 1997 to 1997Warren Spector at Ion Storm Austin, 1997 to 2004Warren Spector at Junction Point Studios, 2005 to 2013Warren Spector at OtherSide Entertainment, 2016 onFumito Ueda at Warp, 1995 to 1997Fumito Ueda at Sony Japan Studio (Team Ico), 1997 to 2011Fumito Ueda at genDESIGN, 2014 onJenova Chen at thatgamecompany, 2006 onHidetaka Miyazaki at FromSoftware, 2004 onShigeru Miyamoto is cited by John Romero as an influenceFumito Ueda is cited by Hidetaka Miyazaki as an influence08Toru IwataniPac-Man (1980), designerLibble Rabble (1983), designerPac-Man Championship Edition (2007), designerPac-Man01Shigeru MiyamotoDonkey Kong (1981), designerSuper Mario Bros. (1985), directorThe Legend of Zelda (1986), directorSuper Mario 64 (1996), directorOcarina of Time (1998), directorPikmin (2001), directorDonkey Kong03Sid MeierSid Meier's Pirates! (1987), designerRailroad Tycoon (1990), designerCivilization (1991), designerAlpha Centauri (1999), designerCivilization IV (2005), design leadSid Meier's Pirates!07Hideo KojimaMetal Gear (1987), directorSnatcher (1988), directorMetal Gear Solid (1998), directorMetal Gear Solid 3 (2004), directorMetal Gear Solid V (2015), directorDeath Stranding (2019), directorMetal Gear02Will WrightSimCity (1989), designerSimAnt (1991), designerThe Sims (2000), designerSpore (2008), designerSimCity06John RomeroCommander Keen (1990), co-designerWolfenstein 3D (1992), designerDoom (1993), level designerQuake (1996), level designerSigil (2019), designerCommander Keen05Warren SpectorUltima Underworld (1992), producerSystem Shock (1994), producerThief: The Dark Project (1998), producer, earlyDeus Ex (2000), directorEpic Mickey (2010), directorUltima Underworld09Fumito UedaIco (2001), directorShadow of the Colossus (2005), directorThe Last Guardian (2016), directorIco10Jenova ChenCloud (2005), designerflOw (2006), designerFlower (2009), creative directorJourney (2012), creative directorSky: Children of the Light (2019), creative directorCloud04Hidetaka MiyazakiDemon's Souls (2009), directorDark Souls (2011), directorBloodborne (2015), directorSekiro (2019), directorElden Ring (2022), directorDemon's Souls
Rows in order of first landmark. Filled mark: the landmark that anchors the row; hollow marks: later landmarks. Grey bands: studio tenures, running to the edge for designers still active. Arrows: influence the later designer has stated on the record.

Lessons by theme

What each designer's lessons are about. Read down a column to see who taught the field about space, or systems, or who plays.

spaceteachingpacingsystemsnarrativeaudienceprocess01Shigeru MiyamotoShigeru Miyamoto: 1 lesson in space1Shigeru Miyamoto: 1 lesson in teaching1Shigeru Miyamoto: 0 lessons in pacingShigeru Miyamoto: 0 lessons in systemsShigeru Miyamoto: 0 lessons in narrativeShigeru Miyamoto: 0 lessons in audienceShigeru Miyamoto: 1 lesson in process102Will WrightWill Wright: 0 lessons in spaceWill Wright: 0 lessons in teachingWill Wright: 0 lessons in pacingWill Wright: 2 lessons in systems2Will Wright: 1 lesson in narrative1Will Wright: 0 lessons in audienceWill Wright: 0 lessons in process03Sid MeierSid Meier: 0 lessons in spaceSid Meier: 0 lessons in teachingSid Meier: 0 lessons in pacingSid Meier: 1 lesson in systems1Sid Meier: 0 lessons in narrativeSid Meier: 1 lesson in audience1Sid Meier: 1 lesson in process104Hidetaka MiyazakiHidetaka Miyazaki: 1 lesson in space1Hidetaka Miyazaki: 0 lessons in teachingHidetaka Miyazaki: 1 lesson in pacing1Hidetaka Miyazaki: 0 lessons in systemsHidetaka Miyazaki: 1 lesson in narrative1Hidetaka Miyazaki: 1 lesson in audience1Hidetaka Miyazaki: 0 lessons in process05Warren SpectorWarren Spector: 1 lesson in space1Warren Spector: 0 lessons in teachingWarren Spector: 0 lessons in pacingWarren Spector: 1 lesson in systems1Warren Spector: 0 lessons in narrativeWarren Spector: 0 lessons in audienceWarren Spector: 2 lessons in process206John RomeroJohn Romero: 2 lessons in space2John Romero: 0 lessons in teachingJohn Romero: 0 lessons in pacingJohn Romero: 0 lessons in systemsJohn Romero: 0 lessons in narrativeJohn Romero: 0 lessons in audienceJohn Romero: 1 lesson in process107Hideo KojimaHideo Kojima: 0 lessons in spaceHideo Kojima: 0 lessons in teachingHideo Kojima: 0 lessons in pacingHideo Kojima: 1 lesson in systems1Hideo Kojima: 1 lesson in narrative1Hideo Kojima: 0 lessons in audienceHideo Kojima: 1 lesson in process108Toru IwataniToru Iwatani: 0 lessons in spaceToru Iwatani: 0 lessons in teachingToru Iwatani: 1 lesson in pacing1Toru Iwatani: 1 lesson in systems1Toru Iwatani: 0 lessons in narrativeToru Iwatani: 1 lesson in audience1Toru Iwatani: 0 lessons in process09Fumito UedaFumito Ueda: 1 lesson in space1Fumito Ueda: 0 lessons in teachingFumito Ueda: 0 lessons in pacingFumito Ueda: 0 lessons in systemsFumito Ueda: 1 lesson in narrative1Fumito Ueda: 0 lessons in audienceFumito Ueda: 1 lesson in process110Jenova ChenJenova Chen: 0 lessons in spaceJenova Chen: 0 lessons in teachingJenova Chen: 1 lesson in pacing1Jenova Chen: 0 lessons in systemsJenova Chen: 1 lesson in narrative1Jenova Chen: 1 lesson in audience1Jenova Chen: 0 lessons in process
Lessons per theme. Darker is more, capped at three. Themes are broader than technique categories on purpose: a systems designer teaches things no level technique captures.

The ranking

  1. 01

    Shigeru Miyamotodraft

    Japanese · 1977 to present · Nintendo

    Designer of Donkey Kong, Super Mario Bros., and The Legend of Zelda, and the person most responsible for the idea that a level can teach without a word of text. His method is to get the core movement right, then arrange the world so the player discovers the rules by acting on them.

    Donkey Kong (1981) · Super Mario Bros. (1985) · The Legend of Zelda (1986) · Super Mario 64 (1996) · Ocarina of Time (1998) · Pikmin (2001)

    In the atlas: World 1-1

  2. 02

    Will Wrightdraft

    American · 1984 to present · Maxis, Stupid Fun Club, Gallium Studios

    Designer of SimCity, The Sims, and Spore. Wright treats a game as a system the player learns by poking it, and treats the emergent range of that system as the thing being designed. He shipped the best-selling PC game of its era without a win condition to prove it.

    SimCity (1989) · SimAnt (1991) · The Sims (2000) · Spore (2008)

  3. 03

    Sid Meierdraft

    Canadian-American · 1982 to present · MicroProse, Firaxis Games

    Designer of Pirates!, Railroad Tycoon, and Civilization. Meier gave the field its most quoted definition of a game and, in two GDC talks, the clearest account of why players feel the way they do about odds, turns, and choices.

    Sid Meier's Pirates! (1987) · Railroad Tycoon (1990) · Civilization (1991) · Alpha Centauri (1999) · Civilization IV (2005)

  4. 04

    Hidetaka Miyazakidraft

    Japanese · 2004 to present · FromSoftware

    Director of Demon's Souls, Dark Souls, Bloodborne, and Elden Ring. Miyazaki rebuilt the relationship between difficulty, space, and story: the world loops so that mastery is spatial, the story arrives in fragments, and strangers help without speaking.

    Demon's Souls (2009) · Dark Souls (2011) · Bloodborne (2015) · Sekiro (2019) · Elden Ring (2022)

    In the atlas: Undead Burg

  5. 05

    Warren Spectordraft

    American · 1983 to present · Origin Systems, Looking Glass Studios, Ion Storm Austin, Junction Point Studios, OtherSide Entertainment

    Producer of Ultima Underworld and System Shock, director of Deus Ex, and the most persistent advocate for the immersive sim. His rules for Deus Ex, problems not puzzles and always show the goal, define a genre where the player's plan is the content.

    Ultima Underworld (1992) · System Shock (1994) · Thief: The Dark Project (1998) · Deus Ex (2000) · Epic Mickey (2010)

  6. 06

    John Romerodraft

    American · 1989 to present · Softdisk, id Software, Ion Storm, Romero Games

    Level designer of Doom and Quake, and the person who wrote down what a good first-person map is. His eight Doom rules are still the shortest useful level design course there is. He also turned a Super Mario Bros. 3 clone into the studio that invented the modern shooter.

    Commander Keen (1990) · Wolfenstein 3D (1992) · Doom (1993) · Quake (1996) · Sigil (2019)

    In the atlas: E1M1: Hangar

  7. 07

    Hideo Kojimadraft

    Japanese · 1986 to present · Konami, Kojima Productions

    Director of Metal Gear, Metal Gear Solid, and Death Stranding. Kojima invented stealth as a genre out of a sprite limit, made the console itself part of the story, and built a game whose multiplayer is other people's leftover bridges.

    Metal Gear (1987) · Snatcher (1988) · Metal Gear Solid (1998) · Metal Gear Solid 3 (2004) · Metal Gear Solid V (2015) · Death Stranding (2019)

  8. 08

    Toru Iwatanidraft

    Japanese · 1977 to 2007 · Namco

    Designer of Pac-Man. Iwatani made an arcade game for people who did not go to arcades, gave four identical sprites four personalities with four rules, and put a full tension-and-release cycle inside one screen.

    Pac-Man (1980) · Libble Rabble (1983) · Pac-Man Championship Edition (2007)

  9. 09

    Fumito Uedadraft

    Japanese · 1995 to present · Warp, Sony Japan Studio (Team Ico), genDESIGN

    Director of Ico, Shadow of the Colossus, and The Last Guardian. Ueda designs by removing: no HUD, no filler, one relationship carried in the controls. His games are short, sparse, and among the most cited in the field.

    Ico (2001) · Shadow of the Colossus (2005) · The Last Guardian (2016)

  10. 10

    Jenova Chendraft

    Chinese-American · 2005 to present · thatgamecompany

    Designer of flOw, Flower, Journey, and Sky. Chen brought flow theory from psychology into the design process, then built games whose only spec was a feeling. Journey's anonymous co-op is the clearest case of a social system designed by removal.

    Cloud (2005) · flOw (2006) · Flower (2009) · Journey (2012) · Sky: Children of the Light (2019)

Near misses

Designers who would take the tenth slot on a different day.