A list with articles and videos about game/level design, which have been gathered from gamasutra, tigsource, youtube, etc.
Credits to Carlos Zaracho who made the list at the first place. He posted it in Indie Game Developers group at Facebook so I decided to make it a git repo.
Any contributions are welcome.
Gamasutra - A list of 150 books about video games
Tigsource - Game design resources
Gamasutra - A few thoughts on game design methods
Gamer Nexus - Level Design 101 for Mapping & Modding
Building Emotional Connections With Game Design
Garethrees - The puzzle structure of Ocarina of Time
Pixel Prospector - The Big List Of Game Design
Gamasutra - Puzzle Dependency Graph Primer
Gamasutra - YouTuber / Streamer Outreach and the Importance of Starting Small
Gamasutra - Overworld Overload: An Analysis of Link to the Past’s Light World, Part 1
Gamasutra - Overworld Overload: An Analysis of Link to the Past’s Light World, Part 2
Unity - The 20 Month Expo Journey
Tigsource - Desolus: A Surrealist Puzzle Game for Virtual Reality
Gamasutra - Video: Understanding the technique behind Spelunky's level design
Gamasutra - A Method For Creative Paper Map Design
Gamasutra - Beginning Level Design, Part 1
Gamasutra - Secrets of the Sages: Level Design
Gamasutra - Three Solutions to Three Problems in Interactive Fiction
Gamasutra - Boss Battle Design and Structure
Gamasutra - Designing Levels: From Photoshop to Unity
Gamasutra - 10 can't-miss video postmortems from the GDC Vault
Reddit - 7 Helpful Game Development Reddit Threads
Gamasutra - Lessons learned from designing enemies for kids
Gamasutra - The Legend of Zelda's evolution, from Nintendo's Aonuma
80 lvl - Making Stories in Games Matter
80 lvl - The Guide to Open World Environment Design
Gamasutra - No More Wrong Turns
Gamasutra - The Heart of Game Systems
Gamasutra - Indie Artist Struggles With Branding So You Don't Have To
Gamasutra - [Insert Game Title Here] (Naming your game)
Gamasutra - Trinity: A Game Design Methodology (Part 1)
Gamasutra - Trinity, Part 2 - Choice Fields
Gamasutra - Trinity, Part 3: Game Mechanics
Gamasutra - Trinity, Part 4 - Spectra
Gamasutra - Trinity, Part 5 - Setups
Gamasutra - Trinity, Part 6 - Intensity Ramps
Gamasutra - Trinity, Part 7 - Ramps, Part 2
Gamasutra - Trinity, Part 8 - Paths
Gamasutra - Trinity, Part 9 - Why I Call it Trinity
Chaos Stupid - Game Design Blog
Gamasutra - Unleashing the power of small teams
Game Wisdom - Game Design Blog
Gamasutra - Evaluating Game Mechanics For Depth
Gamasutra - Design 101: Complexity vs. Depth
Devmag - How to design levels for a platformer
Tumblr - The Narrative Design in Rise of the Tomb Raider
Gamasutra - Money for nothing? Gamers and the buying of 'virtual assets'
Gamasutra - Beat-chart – game designer's best friend
Gamasutra - Examining Organic Tutorials
Gamasutra - How to name a video game in 5 steps
Gamasutra - The Metrics of Space: Tactical Level Design
Gamasutra - Composition in Level Design
Gamasutra - Gameplay Programming Hints: Building AI
Filip Wiltgren´s Blog - Helping Writters and Gamedevs to be Productive
Gamasutra - Level design for melee combat systems
Gamasutra - Enemy design and enemy AI for melee combat systems
Gamasutra - Turning Feelings Into Mechanics — The narrative design of Apartment: A Separated Place
Gamasutra - Design 101: The Structure of Fun
Gamasutra - Boss Battle Design and Structure
Gamasutra - Untold Riches: The Intricate Platforming of Tomb Raider
Facebook post - 9 Steps to a Better Portfolio
Gamasutra - Ario Barzan´s Articles (Architecture - Level Design - Music)
Gamasutra -Action Adventure Level Design, Part 1
Gamasutra - A modern asset pipeline: How much time is spent optimizing?
Gamasutra -The Game Outcomes Project, Part 1: The Best and the Rest
Gamasutra - The Game Outcomes Project, Part 2: Building Effective Teams
Gamasutra - The Game Outcomes Project, Part 3: Game Development Factors
Gamasutra - The Game Outcomes Project, Part 4: Crunch Makes Games Worse
Gamasutra - The Game Outcomes Project, Part 5: What Great Teams Do
Gamasutra - Painful PR lessons learned on the way to Guacamelee!
Gamasutra - Top 5 design debates ignored in 2014
Gamasutra - When it loses meaning: Interactivity
Gamasutra - 10 seminal game postmortems every developer should read
Gamasutra - Narrative tips for mobile games
Gamasutra - Breaking In: Part 1
Gamasutra - Breaking In: Part 2
Gamasutra - Shenmue postmortem from Yu Suzuki and Mark Cerny
Gamasutra - Disorder Dev Diary #2: To Teach (tutorials and level design)
Gamasutra - The World of Lennus: A Game Design Analysis
Gamasutra - Illustrator-to-Maya: How to Design and Build the Perfect Level
Unity Forum - Level design resources
World of Level Design - Level Design web
Gamasutra - Designer's Notebook: The Role of Architecture in Videogames
Gaming Conceptz - Game Design Blog
Peter Mcclory - Quick look at a level design process
Tumblr - A Game Design tumblr edited, organized and curated by Bruno Patatas
The Game Assembly - Game/Level Design
Nate Ferguson : Game and Level Design
Gamedev.net - Making Games is Hard
Google Docs - List of Game Art Related Gumroad Tutorials / Resources / References / Misc
Gamasutra - Unexpected Narrative in Games: Part 1
Gamasutra - Environmental Reuse in Games
Game develpment resources - David Arcila
Florian Bauer - Unity Game Development Resources
Reddit - GameDev Resources list v2.0
Gamasutra - MAKING TOOLS WITH UNITY: WORLDSHAPE PART 1
Gamasutra- Unity Garbage Collection Tips and Tricks
Level One Game Design Blog - Books on game design – list of lists
Gamasutra - Games affecting people
Gamasutra - Beginning Level Design, Part 1 (1999 article)
designersnotebook.com - The No Twinkie Database (bad concepts)
Old Man Murray´s Blog - Boxes in games (funny)
Gamasutra - Skyrim's Modular Approach to Level Design
Gamasutra - Promises for Game Development
Gamasutra - Learning to Love the Narrative Puzzle
Gamasutra - How An Indie Nobody Raised $40,000 On Kickstarter (Jotun)
IGN - REVISITING MYST: ONE OF THE MOST SUCCESSFUL ADVENTURE GAMES EVER
Game Career Guide - Gamification in Game Education
PC Gamer - What are some good PC game soundtracks?
80 lvl - 10 Rules of Building Great Games & Levels from Hourences
ZELDA: BREATH OF THE WILD – THE DESIGN PHILOSOPHY THAT MAKES IT A CLASSIC
Gamasutra - Have a gander at Capcom's anatomy guide for Street Fighter artists
Gamasutra - Q&A: Design lessons learned from a decade at Nintendo's EAD
Hourences - Unreal level design - Enviroment Art
Gamasutra - 7 Reasons Why You Can't Stop Playing Clash Royale
IndieWatch - WHY NO ONE WANTS TO HEAR ABOUT THE GAME YOU JUST FINISHED MAKING
GDC - Idle Games: The Mechanics and Monetization of Self-Playing Games
Twitter - 3 important time limits
Gamasutra - Learning from your earliest video game experiences
Youtube - Top 10 Games Made By One Person
Gamasutra - Characters and Worldbuilding: Analyzing the Strength of Japanese Games
Gamasutra - The memory optimization struggle in Unity3d
Gamasutra - Watch and learn: What these game devs learned from failure
Youtube - Indie Game Marketing - 5 Things to Know Before You Start
Gamasutra - Postmortem: Moon Studios' heartfelt Ori and the Blind Forest
Gamasutra - Five Key Areas of Discoverability for Indie Devs