# Emotion and representation in level design _Doom_ and _Quake_ convey emotion with their levels. They are not meant to represent real spaces. The Build Engine games, despite the technical limitations, took the opposite approach. Their levels were representational first and then made to accommodate gameplay. ("All emotion" vs. "all logic".) Summarized from _Errant Signal_, ["DUSK and the Design of 90's FPS Games"](https://www.youtube.com/watch?v=bXrgcxOvF1c) (2019). ## Page metadata URL: Published 2021-02-28, updated 2021-08-21. Tags: - game design - notes - video games Index: [Notes and reviews](/notes).