Level design
A level is a sequence of intentional experiences delivered through space. Good level design is a *process*: define the metrics movement is built on, block out geometry with primitives, play it, then dress it — never the reverse. This skill is the engine-neutral practice; use godot-tilemap/unity-tilemap-2d to lay out 2D grids and gridmaps for 3D.
When to use
- Use to plan a level's structure: critical path, pacing, gating, encounters,
- Use the blockout → test → iterate → dress workflow to build a level that
- Use to derive level metrics from the character's movement so geometry is
and where the player learns vs is tested.
plays well before any art exists.
reachable and fair.
**When *not* to use:** to *generate* levels algorithmically, use procedural-gen (authored and procedural design are complementary). For the engine's tile/grid painting tools, use godot-tilemap / unity-tilemap-2d. For the movement abilities the metrics come from, that's the engine movement skill + input-systems.
Core workflow
- Derive metrics first. Measure the character: max jump height and distance,
- Blockout (whitebox/greybox). Build the whole level from untextured
- Define the critical path (start → goal) and the golden path you expect
- Pace the experience. Alternate tension and rest in a deliberate curve;
- Teach, then test. Introduce each mechanic in a safe space, let the player
- Gate with intent. Use locks/keys, abilities, and one-way drops to control
- Playtest and iterate. Watch real players: where do they get lost, stuck,
run speed, reach, camera range. Every gap, ledge, and corridor is sized in these units. Lock them before building geometry.
primitives at correct scale. Validate flow, sightlines, and reachability while changes are cheap. No art yet.
most players to take. Layer optional/secret paths off it.
don't run combat-combat-combat. Give the player room to breathe and to anticipate.
practice, then test it under pressure. Difficulty rises in a sawtooth, not a straight line.
order and pacing; guide with light, lines, and landmarks rather than walls.
bored, or killed unfairly? Fix the blockout; only dress when it plays well.
Patterns
1. Player metrics drive every dimension
# Measure the character ONCE, then size geometry in these units. If the jump
# changes, gaps must be re-derived — never eyeball reachability.
const RUN_SPEED := 240.0 # px/s (or m/s in 3D)
const MAX_JUMP_H := 96.0 # peak height of a full jump
const MAX_JUMP_DIST := 200.0 # horizontal distance of a running jump
const SAFE_GAP := MAX_JUMP_DIST * 0.7 # comfortable, not pixel-perfect
const HARD_GAP := MAX_JUMP_DIST * 0.95 # a deliberate skill check
# Build platforms so required jumps use SAFE_GAP; reserve HARD_GAP for optional reward.
A reachable level falls out of honest metrics. A platform placed MAX_JUMP_DIST + 1 away is impossible; one at SAFE_GAP is fair. Keep these constants beside the level data so designers and code agree.
2. Encounter / pacing as data (a tension timeline)
# Author the level as a sequence of beats with an intended intensity (0..1).
# This makes the pacing curve explicit and reviewable before you build rooms.
const BEATS := [
{ "room": "entry", "type": "teach", "intensity": 0.1 },
{ "room": "hall_1", "type": "combat", "intensity": 0.5 },
{ "room": "vista", "type": "rest", "intensity": 0.1 }, # breather + reward
{ "room": "gauntlet", "type": "combat", "intensity": 0.8 },
{ "room": "save_room", "type": "rest", "intensity": 0.2 }, # before the boss
{ "room": "boss", "type": "climax", "intensity": 1.0 },
]
# Read the intensity column top-to-bottom: it should rise overall but dip for rests
# (a sawtooth), never flatline high. Drive spawns/music intensity from this.
3. Gating and the critical path (a small graph)
# Model the level as rooms + gated connections. Validate that the goal is
# reachable with the keys/abilities the player can actually obtain in order.
const ROOMS := {
"entry": { "exits": [ { "to": "hall_1" } ] },
"hall_1": { "exits": [ { "to": "vista", "needs": "double_jump" },
{ "to": "side_room" } ] }, # optional branch
"side_room": { "exits": [ { "to": "hall_1" } ], "grants": "double_jump" },
"vista": { "exits": [ { "to": "boss", "needs": "red_key" } ] },
}
# Validation (do this!): from "entry", can the player reach "boss" given that
# "double_jump" is granted in "side_room" before "vista" requires it? A flood
# fill that only traverses an exit when its `needs` is already satisfiable
# proves the critical path isn't soft-locked.
Pitfalls
- Dressing before it plays. Detailing a blockout you haven't validated wastes
- Geometry that ignores metrics: gaps the jump can't clear, ledges below
- Flat pacing. Wall-to-wall combat (or wall-to-wall calm) numbs the player.
- Testing a mechanic before teaching it. Players meet a hazard for the first
- Soft-locks and dead ends. A gate needs an ability/key obtainable only past
- No readability / guidance. Players get lost when nothing draws the eye. Use
- One-way drops with no signposting strand or surprise players. Telegraph
- Confusing procedural with authored. Generation gives variety, not
the most expensive work on a layout you'll change. Greybox and test first.
reach, corridors narrower than the camera needs. Size everything in player units.
Alternate tension and rest; place a breather and a save before the climax.
time in a lethal spot. Introduce safely, let them practice, then test.
the gate. Validate the critical path's key/ability order, not just connectivity.
light, leading lines, color, and landmarks to point toward the path.
irreversible moves.
authored pacing. Use procedural-gen for variety; hand-author for intent.
References
references/pacing-and-flow.md— the difficulty/tension curve in depth,
teaching-loop design (introduce→develop→twist→test), readability and guidance techniques, 2D vs 3D layout considerations, and a blockout review checklist.
Related skills
godot-tilemap,unity-tilemap-2d— paint 2D level grids; gridmaps for 3D.procedural-gen— generate variety to complement authored structure.game-ai— encounter enemies that navigate the space you build.platformer,puzzle,roguelike— genres that compose this skill.