| name | Level Design |
| description | Design a level that teaches, challenges, and paces the player toward the game's pillars. |
| category | Content |
Level Design
Lay out a level that teaches a mechanic, tests it, and keeps the player in flow.
When to use
- A new mechanic needs a space to live in.
- A level plays flat and needs a paced rework.
Steps
- Pick the one mechanic or beat this level is about.
- Introduce it safely, then complicate it, then test it.
- Pace tension and release across the level's length.
- Guide the player with layout, light, and landmarks.
- Block out the level and note the intended difficulty.
Output
A level blockout with an annotated beat map — teach, test, reward — and its
target difficulty, following the [[Design pillars]]. Ready to build and test.