So - leading lines. I get why leading lines became popular as a tool to analyze levels in an image-based website - it's difficult to convey level design through static images. Part of the issue, however, is that it doesn't convey how important feeling out a space is as an LD. https://twitter.com/PATAL00N/status/1351829892225261568
When you're new to level design, you'll often find that spaces don't "feel" right. They might be too cramped, convoluted or empty. Many LDs, myself included, will spend a lot of time running/noclipping their own maps just to get a sense of how everything flows into each other.
That gut feeling of "this space feels or doesn't feel right" takes a lot of time to get down. It's a bunch of rules that you start to keep track subconsciously. This is part of why we block things out - to get a feel of the space before any detail can obfuscate it.
Composition of one position/angle isn't bad - it can be used to dramatic effect for a striking view. But it's *one* minor facet of level design, which includes broader topics like interconnectivity, verticality, encounter design and how a space unravels over time.
This hyper focus on this one element gives people the wrong impression of the field. What we should be doing is helping new level designers interface with tools so they can start to develop their sense of space for games - much like working a muscle.
A lot of level designers learn that often - LD feels like jazz rather than drafting or photography. It can be stream of consciousness building of spaces and then iterating on what works/doesn't. You won't get the full picture from pictures, if you will.
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