| name | level-design |
| description | Design a playable level around goals, pacing, routes, affordances, challenge, teaching, landmarks, metrics, and playtest evidence. |
Level Design
Use for game levels, missions, encounter spaces, exploration layouts, and interactive spatial progression.
Procedure
- Define player goals, available mechanics, target difficulty, pacing, and narrative function.
- Block out critical routes, spaces, gates, encounters, landmarks, and return paths at gameplay scale.
- Teach or reinforce mechanics through spatial setup before demanding mastery.
- Use sightlines, contrast, landmarks, and affordances to guide without unnecessary signage.
- Balance freedom and control according to the intended experience.
- Playtest navigation, pacing, exploits, difficulty spikes, dead space, and alternate strategies.
- Iterate blockout before expensive art production unless visual proof is essential to the test.
Quality gate
Players should be able to form a useful mental model of the space and experience the intended progression through play.