Level Design
Level Design Philosophy
┌─────────────────────────────────────────────────────────────┐
│ LEVEL DESIGN PILLARS │
├─────────────────────────────────────────────────────────────┤
│ 1. FLOW: Guide the player naturally through space │
│ 2. PACING: Control intensity and rest moments │
│ 3. DISCOVERY: Reward exploration and curiosity │
│ 4. CLARITY: Player always knows where to go │
│ 5. CHALLENGE: Skill tests that teach and satisfy │
└─────────────────────────────────────────────────────────────┘
Level Structure Patterns
LINEAR LEVEL:
┌─────────────────────────────────────────────────────────────┐
│ [Start] → [Tutorial] → [Challenge] → [Boss] → [End] │
│ │
│ PROS: Easy to pace, clear direction │
│ CONS: Limited replay value, less exploration │
│ BEST FOR: Story-driven games, action games │
└─────────────────────────────────────────────────────────────┘
HUB & SPOKE:
┌─────────────────────────────────────────────────────────────┐
│ [Level A] │
│ ↑ │
│ [Level B] ← [HUB] → [Level C] │
│ ↓ │
│ [Level D] │
│ │
│ PROS: Player choice, non-linear progression │
│ CONS: Can feel disconnected │
│ BEST FOR: RPGs, Metroidvanias, open-world │
└─────────────────────────────────────────────────────────────┘
METROIDVANIA:
┌─────────────────────────────────────────────────────────────┐
│ ┌───┐ ┌───┐ ┌───┐ │
│ │ A │───│ B │───│ C │ (locked: need ability X) │
│ └─┬─┘ └───┘ └───┘ │
│ │ │ │
│ ┌─┴─┐ ┌─┴─┐ │
│ │ D │───│ E │ (grants ability X) │
│ └───┘ └───┘ │
│ │
│ PROS: Rewarding exploration, ability gating │
│ CONS: Can get lost, backtracking tedium │
│ BEST FOR: Exploration games, 2D platformers │
└─────────────────────────────────────────────────────────────┘
Pacing & Flow
INTENSITY GRAPH (Good Pacing):
┌─────────────────────────────────────────────────────────────┐
│ High │ ╱╲ ╱╲ ╱╲ │
│ │ ╱ ╲ ╱╲ ╱ ╲ ╱ ╲ ╱╲ │
│ │ ╱ ╲ ╱ ╲ ╱ ╲╱ ╲ ╱ ╲ │
│ Low │───╱──────╲╱────╲──────────────╲╱──────── │
│ └────────────────────────────────────────→ Time │
│ │
│ PATTERN: Build → Peak → Rest → Build → Peak → Rest │
└─────────────────────────────────────────────────────────────┘
PACING ELEMENTS:
┌─────────────────────────────────────────────────────────────┤
│ BUILD-UP: │
│ • Introduce new mechanic safely │
│ • Increase difficulty gradually │
│ • Foreshadow upcoming challenge │
├─────────────────────────────────────────────────────────────┤
│ PEAK (Combat/Puzzle): │
│ • Test player skills │
│ • High stakes moments │
│ • Boss encounters │
├─────────────────────────────────────────────────────────────┤
│ REST: │
│ • Safe zones │
│ • Story/exploration moments │
│ • Resource replenishment │
│ • Save points │
└─────────────────────────────────────────────────────────────┘
Environmental Storytelling
STORYTELLING TECHNIQUES:
┌─────────────────────────────────────────────────────────────┐
│ VISUAL NARRATIVES: │
│ • Abandoned objects tell stories │
│ • Environmental damage shows history │
│ • Character belongings reveal personality │
│ • Graffiti and notes provide context │
├─────────────────────────────────────────────────────────────┤
│ ATMOSPHERE: │
│ • Lighting sets mood (warm=safe, cold=danger) │
│ • Sound design reinforces tone │
│ • Weather reflects narrative beats │
│ • Music cues emotional state │
├─────────────────────────────────────────────────────────────┤
│ DISCOVERY LAYERS: │
│ • Surface: Obvious story elements │
│ • Hidden: Rewards for exploration │
│ • Deep: Lore for dedicated players │
└─────────────────────────────────────────────────────────────┘
Whitebox Process
LEVEL DESIGN WORKFLOW:
┌─────────────────────────────────────────────────────────────┐
│ 1. CONCEPT (Paper) │
│ • Sketch rough layout │
│ • Define key beats │
│ • Identify player path │
│ ↓ │
│ 2. WHITEBOX (Engine) │
│ • Block out with primitives │
│ • Test scale and timing │
│ • Place placeholder enemies │
│ ↓ │
│ 3. PLAYTEST │
│ • Get feedback early │
│ • Iterate on layout │
│ • Fix flow issues │
│ ↓ │
│ 4. ART PASS │
│ • Replace with final art │
│ • Add lighting │
│ • Polish visual details │
│ ↓ │
│ 5. FINAL POLISH │
│ • Audio integration │
│ • VFX placement │
│ • Performance optimization │
└─────────────────────────────────────────────────────────────┘
Player Guidance
VISUAL GUIDANCE TECHNIQUES:
┌─────────────────────────────────────────────────────────────┐
│ LIGHTING: │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ [Dark] [BRIGHT PATH] [Dark] │ │
│ │ ↓ │ │
│ │ [OBJECTIVE] │ │
│ └─────────────────────────────────────────────────────┘ │
│ │
│ LANDMARKS: │
│ • Tall structures visible from distance │
│ • Unique colors for important locations │
│ • Repeated motifs for path clarity │
│ │
│ ARCHITECTURE: │
│ • Lines leading to objectives │
│ • Framing important elements │
│ • Negative space around key items │
└─────────────────────────────────────────────────────────────┘
Difficulty Progression
TEACHING THROUGH DESIGN:
┌─────────────────────────────────────────────────────────────┐
│ STEP 1: Safe Introduction │
│ ┌─────────────────────────────────────────────┐ │
│ │ [Player] ──→ [Gap] ──→ [Platform] │ │
│ │ (No enemies, can't die) │ │
│ └─────────────────────────────────────────────┘ │
│ │
│ STEP 2: Add Stakes │
│ ┌─────────────────────────────────────────────┐ │
│ │ [Player] ──→ [Gap+Spikes] ──→ [Platform] │ │
│ │ (Same mechanic, consequence for failure) │ │
│ └─────────────────────────────────────────────┘ │
│ │
│ STEP 3: Add Complexity │
│ ┌─────────────────────────────────────────────┐ │
│ │ [Player] ──→ [Moving Platform] ──→ [Goal] │ │
│ │ (Timing + previously learned jump) │ │
│ └─────────────────────────────────────────────┘ │
│ │
│ STEP 4: Combine Mechanics │
│ ┌─────────────────────────────────────────────┐ │
│ │ [Player] ──→ [Enemy] + [Gap] ──→ [Reward] │ │
│ │ (Combat + platforming together) │ │
│ └─────────────────────────────────────────────┘ │
└─────────────────────────────────────────────────────────────┘
🔧 Troubleshooting
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Players get lost │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Add stronger visual guides (lighting, landmarks) │
│ → Use environmental cues (footprints, trails) │
│ → Place NPCs or signs at decision points │
│ → Add map/compass UI elements │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Level feels too long/boring │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Add more pacing variety (peaks and valleys) │
│ → Cut redundant sections │
│ → Add shortcuts for backtracking │
│ → Place more rewards and discoveries │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Difficulty spikes frustrating players │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Add training area before hard section │
│ → Place checkpoint closer to challenge │
│ → Provide optional resources before boss │
│ → Playtest with different skill levels │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Players skip optional content │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Make secrets more visible (partial reveal) │
│ → Place rewards near critical path │
│ → Use audio cues for hidden areas │
│ → Reward exploration with meaningful items │
└─────────────────────────────────────────────────────────────┘
Level Metrics
| Metric |
Action |
Puzzle |
RPG |
Platformer |
| Avg. Completion |
5-10 min |
10-20 min |
30-60 min |
3-8 min |
| Deaths/Level |
2-5 |
0-2 |
1-3 |
5-15 |
| Secrets |
2-3 |
1-2 |
5-10 |
3-5 |
| Checkpoints |
Every 2 min |
Puzzle start |
Safe rooms |
Every 30 sec |
Use this skill: When designing engaging levels, pacing gameplay, or creating environmental narratives.