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.