This document discusses level design for open world games. It defines open world games as those that give players high levels of agency and control. The key challenges for level designers are motivating players who can go anywhere while still fulfilling their expectations. Designers act as facilitators who set up interesting goals for a wide range of player interests across a large playable space. Techniques include placing landmarks, environmental details, and audio cues to provide context and distraction. Goals should be explicit, player-determined, emergent or opportunistic to constantly motivate exploration. Density of points of interest is also important to consider at large scales. Examples from Fallout 3 demonstrate adding and removing content to refine the open world experience.