Books for level artist
Virtual World Design
Mikhail Kadikov
This book on level design is a great resource for level artists. Since they work closely with game and level designers when building game environments, understanding the principles of level design is essential. The book covers how to guide the player's attention within a level and how to tell stories through environmental details.
It’s available for free online, published by the author.
If you're planning to order a printed copy, go for the color edition — the section on color coding is much easier to understand in full color than in black and white.
Color and Light: A Guide for the Realist Painter
James Gurney
A wonderful guide to understanding and observing the nature of light and color. The book provides examples of how viewers perceive color and light. James Gurney explains in detail how color is perceived under different conditions — in shadow, in sunlight, in haze, and in highlights.
Thoughts on Art and Life
Leonardo da Vinci
All the rules of composition, form-building, and even concept development that modern art schools rely on were already described by Leonardo da Vinci in this collection of notes. In this work, Leonardo emphasizes the importance of an artist developing the skills of observation, analysis, and the ability to systematize knowledge. He speaks out against blindly following teachers — especially those who “believe in books rather than in their own eyes.” He advocates for personal experience, experimentation, and direct observation.
History of Western Art. A Three-Volume Collection: Prehistoric Societies, the Ancient East, Antiquity; the Middle Ages, the Renaissance; the 17th and 18th Centuries
Edited by Vera Razdolskaya
It’s important for a level artist to understand art history in order to create believable environments across different settings. This collection is one of the most fundamental works on the history of Western art, produced during the Soviet era. The books explore how one movement evolves into another, and how different eras engage in a dialogue — or a conflict — with each other.
How to Read and Understand Architecture
Marina Yarovaya
Understanding architecture enriches the visual language of video games. Architecture is not just about style — it’s also about structure. A level artist who understands how a vault, arch, or dome is supported will be able to create believable and functional buildings.
This book has a clear structure that helps the reader trace the evolution of architectural styles and understand their connections. While it focuses primarily on European architecture, it also touches on other cultural traditions.
At the end of the book, there is a glossary of architectural terms.

About the game develoment:
Blood, Sweat, and Pixels
Jason Schreier
Players often assume that making video games is just as fun as playing them. But game development is exhausting work — filled with doubt, creative chaos, and crunch. This is the most honest book about the realities of the game industry, showing that production hell exists both in small indie teams and in large studios with years of development experience.

And additionally for those who want to develop more than just artistic skills:
Eat That Frog!
Brian Tracy
In the game industry, a specialist needs not only professional skills but also strong time management abilities.
This book is a practical guide to managing time and productivity. It’s short, easy to read, and built around 21 actionable tips. It’s perfect for those who struggle with procrastination, never seem to have enough time for important tasks, and want to build better discipline.

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