Level design: Doom's 'horseshoe'12 by
"The horseshoe is a very simple way of making sure that the player is likely to look at every wall of a room, which they wouldn't necessarily do if was a straight line to the exit."
Blog: From Innsmouth, with love3 by
"Call of the Cthulhu: Dark Corners of the Earth did a fantastic job of implementing the Mythos' bestiary." This blog post looks at how unconventional design supports game fiction.