total control of the game-world: of its architecture (where players can go), of its aes-
thetic appearance (lighting, texturing, and sounds), and of its gameplay (NPC, item, and
other entity placement, movement, and behavior). Of course, the best level editor in
the world is not going to make up for a subpar engine, a fundamentally flawed game
design, or a demoralized development team. But those are topics for another chapter.
Chapter 21: Designing Design Tools 407