| name | gd-design-level |
| description | Map and level design documentation. Use when designing map layouts, creating level templates, placing loot and spawns, designing flow and pacing, or creating navigation systems. |
Level Design
Map Template Format
## Map: [Name]
**ID:** MAP-[NNN]
**Size:** [Dimensions]
**Player Count:** [Min-Max]
**Match Duration:** [Minutes]
### Zone Layout
[ASCII art or visual description]
### Zones
| Zone | Risk Level | Loot Tier | Purpose |
|------|------------|-----------|---------|
| [Name] | [Level] | [Tier] | [Function] |
### Extraction Points
| Extract | Location | Type | Requirements | Risk |
|---------|----------|------|--------------|------|
| [Name] | [Position] | [Type] | [Needs] | [Level] |
### Loot Distribution
| Zone | Common % | Uncommon % | Rare % |
|------|----------|------------|--------|
| [Name] | [X%] | [X%] | [X%] |
### Flow Analysis
**Rotation patterns:** [How players move]
**Choke points:** [Conflict locations]
**Camping risks:** [Defensible spots]
**Anti-camping:** [Mitigations]
### AI Spawns (if applicable)
| Patrol | Route | Difficulty | Loot |
|--------|-------|------------|------|
| [Name] | [Path] | [Level] | [Drops] |
Level Design Principles
Flow
Players should move through the space with purpose:
- Clear paths - Intuitive routes between areas
- Multiple options - No single "correct" way
- Decision points - Players choose their path
- Risk gradient - Danger increases with reward
Landmarks
Players should orient themselves easily:
- Silhouettes - Distinct visual shapes
- Lighting - Key areas highlighted
- Audio cues - Sounds indicate location
- Unique features - Memorable elements
Pacing
Match the intended experience:
- Buildup - Start slow, increase intensity
- Peaks - High-tension moments
- Breathing room - Brief downtime
- Climax - Final push to objective
Level Design Process
Step 1: Concept Sketch
Create a rough layout showing:
- Overall shape
- Major zones
- Key landmarks
- Spawn/extract points
Step 2: Zone Definition
Define each area by:
- Primary purpose
- Risk level
- Loot quality
- Flow role
Step 3: Connection Design
Create paths between zones:
- Main routes (obvious)
- Alternative routes (hidden)
- Shortcuts (risk/reward)
- Choke points (conflict areas)
Step 4: Loot Placement
Place rewards following:
- Risk gradient (deeper = better)
- Exploration reward (off-path = bonus)
- Flow guidance (loot attracts movement)
- Balance considerations (not all in one spot)
Step 5: Playtest Validation
Test and iterate:
- Do players flow as intended?
- Are there camping spots?
- Is loot distributed fairly?
- Are spawns safe?
Common Level Patterns
Arena
Symmetrical, focused on fair competition:
- Central conflict zone
- Mirrored starting positions
- Clear sightlines
- Equal distance to objectives
Linear
Progressive, narrative-driven:
- Clear forward path
- Branching side areas
- Setpiece encounters
- Progressive difficulty
Open World
Exploration-focused:
- Non-linear progression
- Multiple objectives
- Fast travel points
- Dynamic events
Hub and Spoke
Central base with destinations:
- Central safe zone
- Radiating paths
- Distinct themed areas
- Return to hub mechanic
JSON Level Data Format
Standard Level JSON Structure
When implementing levels in JSON format for Phaser 3 games:
{
"id": "level001",
"name": "Tutorial - First Shot",
"description": "Learn the basics with an impossible-to-fail tutorial shot",
"birds": ["red", "red", "red"],
"starThresholds": {
"one": 5000,
"two": 32000,
"three": 72000
},
"pigs": [
{ "x": 800, "y": 500, "type": "small" }
],
"blocks": [
{ "x": 750, "y": 500, "material": "glass", "rotation": 0 }
],
"ground": { "y": 550 },
"slingshot": { "x": 200, "y": 450 }
}
Level Design Best Practices for JSON
-
Progressive Difficulty
- Early levels: Tutorial patterns, single solution
- Mid levels: Multiple valid approaches
- Late levels: Complex structures requiring mastery
-
Star Threshold Formula
2-star: 30,000 + (level × 2,000)
3-star: 60,000 + (level × 6,000)
-
Bird Allocation
- Tutorial levels: 3 birds (fail-proof)
- Practice levels: 3-4 birds
- Complexity levels: 4-5 birds
- Mastery levels: 5-7 birds
-
Validation Checklist
Level Documentation Template
## Level {N}: {Name}
**Difficulty:** Tutorial | Practice | Complexity | Mastery | Challenge
**Target Time:** 30-90 seconds
**Birds:** {count} × {type}
**Pigs:** {count}
### Solution Paths
1. **Brute Force (1-star):** {description}
2. **Strategic (2-star):** {description}
3. **Optimal (3-star):** {description}
### Design Notes
- {key mechanic introduction}
- {difficulty considerations}
- {fail-safes for tutorial levels}
Level Review Checklist
Before marking a level complete:
Reference