Level Design

Design a level that teaches, challenges, and paces the player toward the game's pillars.

tinyhumansai Updated

File contents

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

  1. Pick the one mechanic or beat this level is about.
  2. Introduce it safely, then complicate it, then test it.
  3. Pace tension and release across the level's length.
  4. Guide the player with layout, light, and landmarks.
  5. 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.

tinyhumansai/opencompany/tree/main/companies/game_studio/skills/level-design commit 8fb087d8eb

Frequently asked questions

npx skillmds@latest add tinyhumansai/level-design