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Level and Encounter Design Print

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Building the spaces play happens in.

WHAT A LEVEL MUST DO

Teach or test something Guide the player without forcing Provide a rhythm of tension and rest Be readable at a glance

WHAT READABILITY MEANS

The player understanding where to go and what is dangerous, without instruction.

WHAT ACHIEVES IT

Lighting drawing the eye Contrast marking interactive elements Sightlines revealing objectives Consistent visual language

WHAT PACING REQUIRES

Intensity varying, rather than remaining constant.

WHY

Constant intensity becomes exhausting, and constant calm becomes dull.

WHAT TO PLAN

A curve: rising, peaking, releasing, rising higher.

WHAT ENCOUNTER DESIGN INVOLVES

Deciding what the player faces, with what resources, in what space.

WHAT MAKES AN ENCOUNTER INTERESTING

The space mattering Several viable approaches Resources that must be managed

WHAT TO AVOID

Encounters differing only in enemy count Spaces with one correct route Backtracking with nothing new

WHAT TO BLOCK OUT FIRST

Layout in simple geometry, and play it.

WHY

Layout problems are cheap to fix before art and expensive afterwards.


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