Level and world design
Use space to guide attention, create choices, and pace discoveries.
A level arranges opportunities and constraints in space. Routes, sightlines, encounters, and landmarks influence what players notice and choose. Open exploration and a carefully directed sequence can both work when they support the intended experience.
Concepts
- Sightlines and landmarks
- A visible destination can invite a question: how do I reach that? Vary shape and framing, and check whether a player actually perceives it from the camera and screen size they use.
- Routes and encounters
- Distance, cover, visibility, and escape options change decisions. A dangerous reward is only a choice if the player can recognize the danger and decide whether to approach.
- Pacing and interconnection
- Quiet stretches can establish mood, recovery, or anticipation. Shortcuts can reward understanding. Ask what each stretch contributes before filling it with more encounters.
- Greyboxing
- Test layout and scale with simple shapes before committing to detailed art. If visibility or atmosphere is central to the hypothesis, include enough representative presentation to test it.
In games
Dark Souls ↗
Returning to a familiar place by a new connection can make navigation itself feel like progress. Trace what risk or travel cost the connection removes.
The Elder Scrolls V: Skyrim ↗
An optional ruin offers a reason to leave an authored route. Compare the promise suggested by its silhouette with what the player finds.
Common mistakes
- Building a large map before checking whether one space is interesting.
- Treating every detour as meaningful even when it changes nothing.
- Using visual guidance that disappears on a small or low-contrast display.
Sketch one playable space
- Draw an entrance, destination, two routes, and a landmark.
- Mark what the player can see at each decision point.
- Have someone trace a route and explain what attracted their attention.
Done when: The layout creates an understandable choice and a discoverable destination.
Notes save in this browser.
Check your understanding
Is a corridor necessarily worse design than an open field?
Show answer
No. Compare what each arrangement offers: pacing, attention, encounters, freedom, and the cost of producing interesting content.
Sources
- MDA: A Formal Approach to Game Design and Game Research ↗ Design framework · Robin Hunicke, Marc LeBlanc & Robert Zubek · 2004
- Xbox Accessibility Guidelines ↗ Practitioner guidelines · Microsoft · living guidance
- Valve developer publications ↗ Developer practice · Valve · developer talks and papers