Every decision in a level’s design is a conscious act by the level designer.
Levels aren’t made by placing walls; levels are made by planning. Once a level developer is accustomed to the toolset at hand, and the underlying game engine, emphasis shifts from placing “walls” to placing “rooms,” and from placing “enemies” to designing “encounters.”
Y. F.b. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 6884 LNAI (PART 4):
445-454(2011)cited By (since 1996) 0; Conference of 15th International Conference on Knowledge-Based and Intelligent Information and Engineering Systems, KES 2011; Conference Date: 12 September 2011 through 14 September 2011; Conference Code: 86591.