Level Design Skill
A design consulting framework based on "Level Design: Processes and Experiences" edited by Christopher W. Totten (CRC Press, 2017).
Core Philosophy
Level design is the thoughtful execution of gameplay into gamespace for players to dwell in. It sits at the intersection of programming, design, and art—implementing the game design vision while leading players through experiences without revealing the designer's presence.
"Level designers don't merely create things for players to do. They create situations that invite players to interpret who they are." — Brian Upton
The Designer's Core Tasks
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Guide without forcing — Lead players through intended experiences while maintaining illusion of freedom
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Teach through space — Use environment to communicate mechanics, not tutorials
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Control pacing — Modulate intensity through spatial rhythm and stillness
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Support narrative — Align levels within overall game progression
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Create consistency — Establish and honor environmental rules players can rely on
Quick Reference: Level Types
Type Key Considerations
Linear Hide linearity through visual choice, narrative lures, environmental storytelling
Open-World POI density, anchor locations, subregions, orientation landmarks
Horror Anticipatory play, corners, one-way doors, visible-but-blocked escape
Procedural Horizontal vs vertical integration of handmade content
Indie/Focused Expand single core mechanic through level variation
Hiding Linearity
Players must feel in control even when following a predetermined path.
Techniques
Technique Description
Coerced Progression Time pressure, pursuing enemies—no time to question the path
Environmental Signage In-world signs, color coding (Mirror's Edge red)
NPC Guides Companions who lead, escort targets who follow, enemies to chase
Narrative Lures Visible objectives, story hooks that pull forward
Forced Choice Illusion Block one path as player approaches, making "choice" feel organic
What Breaks the Illusion
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Arbitrary locked doors
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Invisible walls
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Flimsy barriers (yellow police tape blocking a superhero)
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Clear artificial constraints without narrative justification
See: references/hiding-linearity.md
Anticipatory Play & Horror Design
Horror isn't about jump scares—it's about dread before the corner.
The P.T. Framework
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Corners — Hide what's ahead; players imagine horrors worse than you could show
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Ratchet Doors — One-way progress; can't retreat, must face what's ahead
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Valve Doors — Block progress temporarily; visible state reduces uncertainty about if blocked
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Visible Escape — Show impossible exits to amplify feeling of being trapped
Key Principle
"Anticipatory play requires variety—the situation must evolve so players continually reassess. Static horrors become played out."
See: references/anticipatory-play.md
Open-World Planning (Burgess Method)
Three living documents for large-scale world design:
- The World Map
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Establish setting, scale, subregions
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Plot anchor locations (story-critical, landmarks)
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Include orienting features (visible from anywhere)
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Plan natural boundaries (water, cliffs) over artificial walls
- The Master List (Excel)
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Every location with X/Y coordinates
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Columns for: designer, quest associations, footprint size, difficulty, encounter type
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Scatter graph overlay on map image
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Filter to visualize distribution patterns
- The Directory (Wiki)
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Per-location pages with: status, goals, walkthrough, known issues, to-do
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Category tags for filtering (by designer, by pass, by type)
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Living documentation updated throughout development
POI Density
The frequency of points of interest defines exploration feel:
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High density = Theme park feel (GTA cities)
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Low density = Vast, sparse exploration (Just Cause countryside)
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Non-uniform = Urban cores dense, rural areas sparse (Fallout 4)
See: references/open-world-planning.md
Play-Personas
Model player behavior before and after implementation.
The Process
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Analyze mechanics → Derive high-level behaviors from low-level actions
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Create matrix → Plot all behavioral combinations (2^n personas)
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Select cast → Choose 2-3 personas aligned with design vision
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Associate affordances → Link behaviors to spatial/ludic elements
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Orchestrate — Modulate which personas are viable throughout level
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Validate — Use telemetry to confirm players match expected personas
Example: Pac-Man
High-level behaviors: Center vs periphery dwelling, early vs late pill eating, linear vs broken paths
→ 8 persona combinations including "Fraidy Cat" (periphery, early pills, linear) and "Risk Taker" (center, late pills, broken)
See: references/play-personas.md
Themed Level Tropes
Classic environmental themes with established mechanics and expectations:
Trope Core Elements Design Advantages
Fire/Ice Environmental hazards, timing puzzles Color variety, physics tweaks
Dungeon/Cavern Tileable textures, traps, treasure Easily repeatable, expected danger
Factory Moving platforms, conveyers, gears Repurposable mechanics, scalable difficulty
Jungle Vines, branches, water, wildlife Fluid movement, colorful outdoor
Spooky Atmosphere, surprise, undead Combines with any theme
Pirate Ships, treasure, melee, water Action-ready, clear rewards
Urban Verticality, cover, vehicles Real-world familiarity
Space Station Tech hazards, airlocks, zero-G Sci-fi dungeon equivalent
Sewer Pipes, rats, rising water Modern dungeon stand-in
Mexican Pizza Technique: Combine two tropes for fresh results (fire + graveyard, jungle + urban ruins)
See: references/themed-environments.md
Indie Level Design Practices
When working with limited resources:
Practice Description
Expand Core Mechanic One strong mechanic explored through level variation (VVVVVV)
Iterative Level Design Rapid prototyping, playtest early and often
Design Modes Not Levels Create systems that generate challenge (endless runners)
Embrace Emergence Simple rules, complex interactions
Object-Oriented Design Modular elements that combine predictably
Qualities of Good Level Design
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Maintain flow: challenge without anxiety or boredom
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Balance freedom with constraints (illusion of control)
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Enable mastery and emergent solutions
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Balance risk and reward proportionally
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Guide without being obvious
See: references/indie-practices.md
Procedural vs Handmade Integration
Two integration models:
Vertical Integration
Handmade thread runs through procedural content (FTL quest chains, Spelunky secrets)
Best for: Narrative, puzzle sequences, coherent story beats
Horizontal Integration
Procedural and handmade content interchangeable in same slot (Dungeon Crawl vaults, URR buildings)
Best for: Ensuring specific gameplay moments, quality floors
Key Decision
Should players see which is which?
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Yes (DCSS): Visual variety, risk/reward clarity
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No (URR): Quality perception, seamless experience
See: references/procedural-handmade.md
Level Evaluation Framework
When evaluating a level design:
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Player Guidance: Can players find their way without obvious signposting?
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Pacing: Does intensity modulate appropriately? Are there moments of stillness?
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Teaching: Does the space teach mechanics before testing them?
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Consistency: Do environmental rules remain predictable?
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Persona Fit: Does the level support intended play styles?
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Density: Is POI distribution appropriate for the experience?
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Linearity Illusion: Do players feel in control of their path?
Common Pitfalls
Pitfall Symptom Solution
Obvious Rails Player comments on being "on rails" Add visual choice, narrative justification
Empty Space Players comment on emptiness Increase POI density or justify sparseness
Lost Players Players wander aimlessly Add orientation landmarks, environmental cues
Played-Out Scares Horror stops being scary Keep threats evolving, limit exposure time
Arbitrary Barriers Players frustrated by blocked paths Use narrative-justified or natural boundaries
Tutorial Overload Players skip to "real game" Teach through safe early gameplay
Key Mantras
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"Hide the designer's hand." Players should feel they're discovering, not being led.
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"Corners are always significant." Transitions between visible and hidden create anticipation.
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"POI density defines feel." Sparse = vast exploration; dense = action-packed.
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"Static threats become furniture." Evolve dangers or limit exposure.
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"The illusion of choice is enough." Players interpret forced choices as agency.
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"Mexican pizza your themes." Combine familiar tropes for fresh experiences.