Level design is always something that fascinates me. Sometimes I get to contribute my ideas in projects with the game design and Environment Artists. I always have a quick read-through of these which distils the art and science of level design down to a concentrated set of fundamental principles for innovation, engagement, and immersion.
Quick guide breakdown:
Good-level design is fun to navigate but throws in some chaos.
Level design is driven by mechanics.
Work backwards to create an emotional response using level mechanics
Do not rely on just audio or words to tell a story.
It tells the player what to do, but not how to do it by giving clear objectives.
Constantly teaches the player something new with new mechanics
Surprise players by taking risks and changing aesthetics or pacing.
Use risk reward so players can choose their own difficulty dynamically.
Design of non-linearity, bidirectionality, modularity and efficiency.
Embrace the escapism and empower the player.
Although it's a few years old, in this video Dan Taylor provides a Ramsian-style breakdown of how to create world-class levels.
Watch the full video here: https://www.youtube.com/watch?v=iNEe3KhMvXM