| ★ | Beyond Good and Evil's Level Design | GameByte | | 0 | Canadá | |
| 4 | How John Romero Designs Levels | Louis DeSimone – Practical Game Dev @louisdesimone9191 | — | Estados Unidos | 87 |
| 3 | Design Club - Super Mario Bros: Level 1-1 - How Super Mario Mastered Level Design | Extra History @extrahistory | 63.1K | Estados Unidos | 88 |
| 12 | Boss Fight Secrets Are Crazy | | 50.9K | Estados Unidos | 86 |
| 15 | What Makes A Good Spooky Stage? | | 25.7K | Estados Unidos | 86 |
| 13 | System Driven Level Design (My Biggest Mistake) | Lost Relic Games @lostrelicgames | 17.9K | Australia | 86 |
| 6 | FNaF: Secret of the Mimic | #4 - Good Ending | Design Longplay & Review Doc | Design Frame @designframecasestudies | 2.2K | Estados Unidos | 87 |
| 5 | How to Design Difficulty? | Indie Game Dev | | 978 | Estados Unidos | 87 |
| 8 | What Makes Good Level Design? Click above to watch full video 👆 #leveldesign #gamedesign | Gamer2Maker Nation @g2m_nation | 809 | India | 86 |
| 16 | ⚡ Astro Burn Devlog: Designing a Vertical Shoot-’Em-Up Level + new controller #retrogaming #gamedev | Beyond The Pixels @beyondthe_pixels | 706 | Reino Unido | 86 |
| 17 | My Roguelike Boss Fight Design | | 525 | Irlanda | 86 |
| 9 | Self Destructive Level Design | How Good Intentions Can Go Wrong | Game Design Foundry @gamedesignfoundry | 493 | Canadá | 86 |
| 11 | The Secret Blueprint Hidden in Every Great Game (ft. Super Mario Bros) #shorts | Pickled Studio @pickledgamedev | 410 | Estados Unidos | 86 |
| 19 | Silent Hill 2 | #1 | Design Longplay | Design Frame @designframecasestudies | 248 | Estados Unidos | 86 |
| 7 | My KIDS Created a BOSS for my Indie Game—Here's What Happened! | NOBL Games @wearenoblgames | 212 | — | 86 |
| 14 | Silent Hill f | #2 | Design Longplay & Review Doc | Design Frame @designframecasestudies | 197 | Estados Unidos | 86 |
| 18 | Silent Hill 2 | #3 | Design Longplay & Review Doc | Design Frame @designframecasestudies | 136 | Estados Unidos | 86 |
| 1 | Beyond Good & Evil Review | Analysis on Game, Sound, Level Design and Cohesion | | 0 | Canadá | 92 |
| 2 | Hollow Knight's Level Design | dragnerz | | 0 | Canadá | 88 |
| 10 | Hollow Knight Review | Analysis on Game, Sound, Level Design and Cohesion | | 0 | Canadá | 86 |
| 20 | Enemy Creation Is Challenging! | Darkness Devlog 2 | | 0 | — | 86 |