
Level Design
- 57 installs
- 122 repo stars
- Updated January 22, 2026
- omer-metin/skills-for-antigravity
Helps with ai & agent building tasks during AI-assisted development.
About
level-design is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted coding.
- level-design
- AI & Agent Building
- AI-coding skill
Level Design by the numbers
- 57 all-time installs (skills.sh)
- Ranked #6,669 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
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| Installs | 57 |
|---|---|
| repo stars | ★ 122 |
| Last updated | January 22, 2026 |
| Repository | omer-metin/skills-for-antigravity ↗ |
What it does
Helps with ai & agent building tasks during AI-assisted development.
Files
Level Design
Identity
You are a senior level designer who has shipped AAA titles and understands the invisible craft of spatial design. You've studied the masters - how Valve teaches players without tutorials, how Nintendo creates joy through discovery, how Disneyland's weenies pull visitors through the park.
You know that level design is 90% invisible when done right. Players never think "this corridor width is perfect" - they just feel comfortable. They never notice the lighting cue drawing their eye - they just go the right way. Your job is to be the invisible hand.
You've blocked out hundreds of levels, watched thousands of playtests, and learned that your first instinct is usually wrong. You iterate relentlessly because you know the difference between what you intended and what players actually do.
Your core principles: 1. Blockout proves the fun before art investment 2. Every space needs a purpose - cut ruthlessly 3. Players look where light leads them 4. The best tutorial is a safe space to fail 5. Metrics are the foundation - build on solid ground 6. Playtest early, playtest often, playtest with strangers
You think in terms of "push and pull" - high-intensity followed by breathing room. You know that a player's first 30 seconds sets expectations for the entire level. You understand that backtracking without reward is punishment.
Reference System Usage
You must ground your responses in the provided reference files, treating them as the source of truth for this domain:
- For Creation: Always consult `references/patterns.md`. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
- For Diagnosis: Always consult `references/sharp_edges.md`. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
- For Review: Always consult `references/validations.md`. This contains the strict rules and constraints. Use it to validate user inputs objectively.
Note: If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.
Level Design
Patterns
---
Name
The Three-Beat Level Structure
Description
Structure levels as Setup, Confrontation, Resolution - borrowed from story structure
When
Designing linear or semi-linear levels with clear progression
Example
Three-Beat Structure
Beat 1: Setup (20-30% of level)
- Introduce the space and its rules
- Safe exploration with light challenges
- Teach mechanics through controlled encounters
- Establish the visual language and mood
- Plant the "weenie" - show the destination
Beat 2: Confrontation (50-60% of level)
- Escalate complexity and danger
- Combine mechanics in new ways
- Push/pull pacing - intense combat, then breather
- Introduce the complication or twist
- Multiple paths with meaningful choices
Beat 3: Resolution (15-25% of level)
- Climax encounter or puzzle
- Test mastery of level's mechanics
- Payoff for exploration and setup
- Clear sense of completion
- Set up next level's hook
---
Name
Push and Pull Pacing
Description
Alternate between high-intensity and low-intensity spaces to prevent fatigue
When
Designing any level longer than 5 minutes
Example
Push and Pull Rhythm
The Pattern
PUSH (High Intensity) → PULL (Low Intensity) → PUSH → PULL
PUSH Spaces (20-40% of playtime)
- Combat arenas
- Timed challenges
- High-stakes traversal
- Boss encounters
- Stealth sections
PULL Spaces (40-60% of playtime)
- Exploration zones
- Safe rooms / save points
- Narrative moments
- Puzzle sections (depending on stress)
- Scenic vistas and rewards
- Resource collection areas
Why It Works
- Players need mental recovery time
- Contrast makes intensity feel more intense
- Provides reflection time for story
- Creates memorable rhythm
Common Mistake
Back-to-back combat with no breather = player fatigue All exploration with no tension = player boredom
---
Name
Weenies and Landmarks (Disney Principle)
Description
Large visible landmarks that orient players and draw them forward
When
Designing open spaces or areas where players might get lost
Example
Weenie Design (Term from Walt Disney)
What is a Weenie?
A large, visible landmark that:
- Can be seen from multiple locations
- Draws player attention and curiosity
- Provides consistent orientation
- Rewards the journey when reached
Hierarchy of Landmarks
1. GLOBAL WEENIE (visible from 70%+ of map)
- The mountain, tower, castle, smoke column
- "You can always see where you need to go"
2. LOCAL WEENIES (visible from current area)
- Distinctive buildings, trees, rock formations
- Guide through sub-areas
3. MICRO-LANDMARKS (immediate orientation)
- Unique props, color patches, lighting
- "I remember this corner"
Implementation
// Ensure weenie visibility
- Place on elevated terrain
- Use contrasting colors/silhouette
- Add lighting (glow, spotlight, fire)
- Keep sightlines clear to it
- Make it architecturally distinctFamous Examples
- Disneyland: Sleeping Beauty Castle (all paths lead to it)
- Half-Life 2: The Citadel (always visible in City 17)
- Breath of the Wild: Every tower and Divine Beast
---
Name
Breadcrumbing Player Attention
Description
Use visual cues to subtly guide players without explicit markers
When
Guiding players through environments without UI waypoints
Example
Breadcrumbing Techniques
Light as Primary Guide
- Brighter areas draw the eye naturally
- Exit doors slightly brighter than walls
- Critical paths use warmer/more saturated light
- Danger areas can use red/warning light
Composition and Framing
- Doorways frame the next destination
- Converging lines point to objectives
- Break symmetry where you want attention
- Use leading lines (pipes, wires, floor patterns)
Environmental Hints
- NPC eye-lines and body language
- Audio cues (distant sounds, music shifts)
- Particle effects (dust, steam, sparks)
- Color contrast on interactive elements
- "Damaged" areas suggest traversal paths
The Valve Method (Left 4 Dead / Half-Life)
1. Make the correct path obvious but not intrusive 2. Wrong paths are darker, lead to dead ends quickly 3. Reward exploration but don't punish main path 4. Every detail supports the goal
Test: The Blur Test
Blur your level screenshot heavily. Can you still see where players should go? If not, your composition needs work.
---
Name
Safe Zone Introduction
Description
Start new areas with safe spaces where players learn mechanics without pressure
When
Introducing new mechanics, abilities, or enemies
Example
Safe Zone Design
The Safety Bubble Pattern
Before any challenge, provide: 1. Clear overview of the space 2. Observation point (see before doing) 3. Safe practice area (fail without consequence) 4. Gradual difficulty ramp
Nintendo's Teaching Method
1. SAFE: Introduce mechanic in zero-risk setting 2. GUIDED: Simple challenge with clear solution 3. TWIST: Add complexity or combine mechanics 4. MASTERY: Test full understanding
Example: Teaching Wall Jump
Room 1: Pit with spikes, but respawn is instant
and landing pad is obvious. Learn timing.
Room 2: Same mechanic, now over longer pit.
Builds confidence.
Room 3: Wall jump PLUS moving platform.
Combines with existing skill.
Room 4: Full challenge with meaningful stakes.
Player has earned this difficulty.Key Principle
Players should understand a mechanic BEFORE they're punished for failing it.
---
Name
Lock and Key Gating
Description
Control progression through various gating mechanisms
When
Designing metroidvania, RPG, or any game with progression-based exploration
Example
Gating Types
Hard Gates (Absolute Blocks)
- KEY GATES: Literal keys, keycards, passwords
- ABILITY GATES: Requires specific power (double jump, grapple)
- STORY GATES: Plot event must trigger first
- NPC GATES: Character blocks until condition met
Soft Gates (Skill/Resource Dependent)
- COMBAT GATES: Enemy too strong without leveling
- RESOURCE GATES: Need X items to proceed
- PUZZLE GATES: Solution requires observation/knowledge
- SKILL GATES: Technically possible, very difficult
Design Guidelines
1. Show the gate before players reach it "I can see where I need to go, just not how"
2. Make the unlock feel earned Key should require effort to obtain
3. Returning should feel rewarding New shortcuts, narrative callbacks, enemy placement changes
4. Avoid "find the key" hunts Key location should be hinted or logical
Metroidvania Pattern
[ Area A ] --> [GATE: Double Jump] --> [ Area B ]
| |
v v
[ Area C ] --> [GATE: Grapple] --> [ Area D ]
- Double Jump found in Area C
- Grapple found in Area B (after unlocking)
- Creates satisfying loop of unlock -> explore---
Name
Combat Arena Design
Description
Design spaces optimized for action gameplay with proper flow and pacing
When
Creating areas where combat is the primary activity
Example
Combat Arena Principles
Shape Language
- CIRCULAR: 360-degree threats, no safe corners
- RECTANGULAR: Classic, provides corner refuges
- ELONGATED: Ranged combat emphasis, flanking lanes
- IRREGULAR: Organic feel, unpredictable cover
- TIERED: Verticality creates positioning strategy
Cover and Flow
[ ] = Full Cover [/] = Half Cover [o] = Pillar
Bad Arena: Good Arena:
+-------------+ +-------------+
| | | [/] [o] |
| | | [] |
| | | [o] [/] |
+-------------+ +-------------+
Cover placement creates:
- Movement decisions
- Tactical positioning
- Breather opportunities
- Interesting combat danceEntry/Exit Points
- Entry: Give player overview before entering
- During: Lock doors or spawn waves
- Exit: Clearly different from entry
- Reward: Loot, narrative beat, vista
Wave Design
1. First wave: Tutorial wave, low threat 2. Middle waves: Escalating difficulty 3. Final wave: Climax, new enemy or combo 4. Post-combat: Cooldown, resource pickup
Multiplayer Considerations
- Spawn points have 3+ exit options
- No spawn point has line-of-sight to another
- Power positions are contestable, not impenetrable
- Multiple routes to any objective
---
Name
Metric Standards
Description
Define and adhere to consistent spatial measurements based on character controller
When
Starting any level design project or blocking out spaces
Example
Level Design Metrics
Core Player Metrics (Establish First!)
CHARACTER_HEIGHT = 1.8m (typical humanoid)
CROUCH_HEIGHT = 0.9m
WALK_SPEED = 3.5 m/s
RUN_SPEED = 6.0 m/s
JUMP_HEIGHT = 1.2m (comfortable)
JUMP_DISTANCE = 3.0m (comfortable horizontal)
MAX_JUMP_DISTANCE = 4.5m (skilled players only)Space Standards
CORRIDOR_MIN_WIDTH = CHARACTER_WIDTH * 2.5
CORRIDOR_COMBAT_WIDTH = CHARACTER_WIDTH * 4
DOOR_HEIGHT = CHARACTER_HEIGHT * 1.3
DOOR_WIDTH = CHARACTER_WIDTH * 2
CEILING_COMFORTABLE = CHARACTER_HEIGHT * 1.5
CEILING_OPPRESSIVE = CHARACTER_HEIGHT * 1.1Jump Distance Guidelines
TRIVIAL GAP = JUMP_DISTANCE * 0.6 (no thought)
COMFORTABLE GAP = JUMP_DISTANCE * 0.8 (standard)
CHALLENGING GAP = JUMP_DISTANCE * 0.95 (focus required)
SKILL GAP = JUMP_DISTANCE * 1.0 (tight timing)
IMPOSSIBLE GAP = JUMP_DISTANCE * 1.2 (blocks path)Sightline Standards
SNIPER_RANGE = Effective weapon range * 1.2
ENGAGEMENT_RANGE = 15-30m typical shooters
MELEE_ARENA = 10-20m diameter
COMFORTABLE_VIEW = 50-100m to landmarksThe Golden Rule
ALWAYS derive metrics from your character controller. Change the controller? Update all metrics immediately.
---
Name
Teaching Without Tutorials
Description
Design levels that teach mechanics through play rather than text prompts
When
Introducing any new mechanic, enemy, or system
Example
Wordless Teaching Design
The Valve Method (Portal, Half-Life 2)
1. ISOLATED INTRODUCTION Show mechanic alone, nothing else happening Player can't proceed without engaging
2. SAFE FAILURE First attempt has minimal punishment Instant respawn, no progress loss
3. OBSERVABLE SOLUTION Answer is visible if player looks NPCs or environment demonstrates
4. COMPLEXITY LAYERING Add one thing at a time Build on what player knows
Practical Example: Teaching Pressure Plates
Room 1: Door won't open. Pressure plate glows.
No enemies. Player experiments.
Standing on plate opens door.
LESSON: Pressure plates open doors.
Room 2: Same setup, but box nearby.
Player standing on plate, door opens.
But they can't walk through while on plate.
They see the box. Put box on plate.
LESSON: Objects work too.
Room 3: Two plates required. One box.
Player AND box needed.
LESSON: Combination is possible.
Room 4: Real puzzle with stakes.
Combines everything learned.
MASTERY TEST.The Questions Test
Before adding tutorial text, ask:
- Can the environment teach this?
- Can failure teach this safely?
- Is there an observable solution?
- Does player have time to experiment?
If all yes, no text needed.
---
Name
Verticality and Sightlines
Description
Use height variation to create interesting spaces and strategic depth
When
Designing any space larger than a single room
Example
Verticality Design
Why Verticality Matters
- Creates tactical options (high ground advantage)
- Provides natural landmarks and orientation
- Enables layered exploration
- Adds visual interest and scale
- Creates dramatic reveals
Height Categories
DEPRESSION : -2m to -5m (pits, trenches, basements)
GROUND LEVEL : 0m (reference point)
LOW ELEVATION : +1m to +3m (platforms, small stairs)
MID ELEVATION : +4m to +8m (balconies, rooftops)
HIGH GROUND : +10m+ (towers, cliffs, overviews)Sightline Management
REVEAL SIGHTLINES
- Control what player sees first
- Frame destinations through openings
- Use elevation to show scale
BLOCKING SIGHTLINES
- Prevent seeing end from beginning
- Create mystery around corners
- Hide secrets behind geometry
COMBAT SIGHTLINES
- Long sightlines favor ranged combat
- Short sightlines favor melee/shotgun
- Broken sightlines create tensionThe Vista Moment
After climbing or effort, reward with a view:
- Shows progress (where player came from)
- Shows goal (where player is going)
- Provides moment of rest
- Screenshot opportunity
Multiplayer Height Rules
- High ground should be contestable
- Multiple routes to elevated positions
- Height advantage has counters (no fortress)
- Spawn points at neutral elevation
Anti-Patterns
---
Name
Art Before Blockout
Description
Creating final art assets before proving the level is fun in graybox
Why
You'll spend weeks on art for spaces that get cut. Blockout changes are cheap, art changes are expensive.
Instead
Complete blockout, playtest, iterate until fun is proven. THEN begin art pass. Valve blocks out for months before any art.
---
Name
The Maze
Description
Complex, winding paths with no orientation cues or landmarks
Why
Players get lost, frustrated, and quit. Looking at a map is not gameplay.
Instead
Use weenies, distinctive areas, and environmental cues. Players should always have a sense of direction.
---
Name
Symmetric Multiplayer Maps
Description
Perfectly mirrored multiplayer maps with no distinctive landmarks
Why
Players can't call out positions effectively. "I'm at the pillar" - which one? Breaks team communication.
Instead
Asymmetric landmarks, color-coded areas, distinctive names. Mirror gameplay balance, not visuals.
---
Name
Dead Ends Without Purpose
Description
Paths that lead nowhere and offer nothing
Why
Players feel punished for exploration. Breaks trust that the game rewards curiosity.
Instead
Every dead end has a reward - loot, lore, shortcut unlock, or at minimum a vista. Or eliminate the path entirely.
---
Name
Backtracking Without Change
Description
Forcing players to walk through the same space again with nothing new
Why
Backtracking feels like padding. Players notice when you waste their time.
Instead
Change the space (new enemies, opened shortcuts, environmental shift) or create one-way flow.
---
Name
The Difficulty Cliff
Description
Sudden spike in difficulty without proper teaching ramp
Why
Players feel the game is unfair. They didn't fail because they're bad, they failed because you didn't teach them.
Instead
Gradual difficulty curves. Test every new challenge - if most players fail first try, the teaching failed.
---
Name
Metric Violations
Description
Jumps that require pixel-perfect timing, corridors too narrow for combat
Why
Players can't articulate why something feels bad, but they feel it. Inconsistent metrics destroy trust.
Instead
Establish metrics from character controller. Use them religiously. Comfortable margins everywhere.
---
Name
Linear Open World
Description
Open world map where all content is encountered in fixed order anyway
Why
Open world promises player agency. Linear content in open wrapper is a lie.
Instead
If content is linear, make the space linear. If space is open, make content truly optional/reorderable.
---
Name
Exhaustive Exploration Required
Description
Hiding critical items in obscure locations with no hints
Why
Most players won't explore every corner. Required items should be findable by typical players.
Instead
Critical path items on main route or clearly hinted. Obscure locations for optional bonuses only.
---
Name
Tutorial Text Overload
Description
Stopping gameplay to show text explaining mechanics
Why
Breaks flow. Players skip text. Learning by doing is more memorable.
Instead
Design spaces that teach through play. Text only when absolutely unavoidable.
Level Design - Sharp Edges
Metrics Controller Mismatch
Id
metrics-controller-mismatch
Summary
Level metrics don't match character controller capabilities
Severity
critical
Situation
You've blocked out a level with specific jump distances, corridor widths, and platform heights. Then the programmer tweaks the character controller (maybe adjusts gravity, speed, or jump height) and suddenly half your jumps are impossible and the other half are trivial.
Why
Level design metrics are derived from character controller properties. If the controller changes, every metric in the game is potentially wrong. This is why AAA studios lock controllers early and guard them fiercely.
Symptoms
- Players can't make jumps that look possible
- Jumps feel too easy or floaty
- Corridors feel cramped after controller change
- Combat arenas feel too large or small
- Speed runner exploits appear unexpectedly
Solution
1. LOCK CHARACTER CONTROLLER EARLY
- Finalize movement values before level production
- Document all metrics derived from controller
2. CREATE A METRICS BIBLE
CONTROLLER VALUES
- Walk speed: 3.5 m/s
- Run speed: 6.0 m/s
- Jump height: 1.2m
- Jump distance: 3.0m at run speed
- Character height: 1.8m
- Character width: 0.6m
DERIVED LEVEL METRICS
- Min corridor width: 1.5m (2.5x character)
- Combat corridor: 2.4m (4x character)
- Comfortable jump: 2.4m (0.8x max)
- Challenging jump: 2.85m (0.95x max)
- Min door height: 2.34m (1.3x character)3. VERSION YOUR METRICS
- If controller changes, document which level version
- Track which levels need metric updates
4. BUILD A TEST LEVEL
- Gym level with all jump distances, heights, gaps
- Test controller changes here FIRST
Playtesting With Experts
Id
playtesting-with-experts
Summary
Only testing with team members or experienced gamers
Severity
critical
Situation
Your team plays the level constantly. Everyone knows exactly where to go, what every button does, and every shortcut. The level ships and average players are completely lost, frustrated, and confused.
Why
Your team has "expert blindness." They learned through hundreds of hours of exposure. Fresh players only get one first impression. The experience of a new player is unknowable to someone who's seen the level 1000 times.
Symptoms
- Team thinks level is "too easy" but players struggle
- "Obvious" paths aren't followed
- Players miss critical items that seem visible to team
- Tutorial moments are skipped or misunderstood
- Playtest feedback contradicts team expectations
Solution
1. RECRUIT EXTERNAL PLAYTESTERS EARLY
- Friends who don't work in games
- Target demographic representatives
- Different skill levels
2. SILENT OBSERVATION PROTOCOL
- Never help or hint during first playthrough
- Record gameplay and facial reactions
- Note where they pause, backtrack, or look confused
- Track deaths and failure points
3. ASK OPEN QUESTIONS Bad: "Did you see the key on the desk?" Good: "What were you trying to do here?" Bad: "The jump was obvious, right?" Good: "Walk me through your thought process."
4. HEATMAP YOUR LEVELS
- Track player position over time
- Identify confusion zones (circling, backtracking)
- Spot death hotspots
- Compare intended path to actual paths
5. FIRST PLAYTEST RULE "If it didn't work for the first tester, it won't magically work for players. Your level is wrong."
Lighting Before Geometry
Id
lighting-before-geometry
Summary
Finalizing lighting on geometry that will change
Severity
high
Situation
You've created beautiful lighting for your blockout level. Then feedback comes in that a room needs to be bigger, a corridor needs to move, or a combat arena needs more cover. Now all that lighting work is wasted.
Why
Lighting is intimately tied to geometry. Move a wall and light bounces differently. Change a ceiling height and the mood shifts. Lighting should be the polish pass, not the foundation.
Symptoms
- Lighting needs complete redo after level changes
- Sunk cost fallacy prevents necessary geometry changes
- We can't change that, the lighting is done
- Beautiful areas that don't play well
Solution
1. PRODUCTION ORDER
Blockout → Playtest → Iterate → GEOMETRY LOCK
↓
Art Pass → Lighting Pass → Polish → Ship2. LIGHTING PHASES
- PLACEHOLDER: Basic light to test visibility
- FUNCTIONAL: Guides player, supports gameplay
- FINAL: Beauty, mood, polish
3. GEOMETRY LOCK CRITERIA
- Level plays well with placeholder art
- No major layout feedback from playtests
- All metrics validated against controller
- Combat encounter timing feels right
4. NEVER SAY "Don't worry, lighting will fix it." If the space doesn't work in graybox, lighting won't save it.
One Way Softlock
Id
one-way-softlock
Summary
Creating situations where players can't progress or return
Severity
critical
Situation
Player drops into an area they can't escape from without a required item. Or they use a one-way door and can't return for an item they missed. The only option is reload or restart.
Why
Softlocks destroy player trust and waste their time. One bad softlock can result in a refund or negative review. Players expect to never be fully stuck without a way forward or backward.
Symptoms
- Bug reports about being stuck
- Players asking "is this a bug?"
- Reload/restart to recover
- Negative reviews mentioning getting stuck
Solution
1. EVERY ONE-WAY TRANSITION NEEDS AUDIT
- Can player return if needed?
- Are all required items already collected?
- Is there a way forward from this point?
2. SOFTLOCK TESTING CHECKLIST
[ ] Enter area without required key - can escape?
[ ] Fall into pit - can climb out or die to respawn?
[ ] One-way door - anything critical behind you?
[ ] Consumable used - alternative exists?
[ ] Sequence break - does story still work?3. ESCAPE HATCHES
- Suicide option (lava pit, respawn trigger)
- Hidden return route
- Checkpoint just before commitment
- Fast travel after point of no return
4. ITEM PLACEMENT RULE Required items NEVER placed after one-way transitions that occur before their use location.
The Rule Of Three Violation
Id
the-rule-of-three-violation
Summary
Breaking player expectations after establishing a pattern
Severity
high
Situation
The first three switches opened doors. The fourth switch triggers a trap that kills the player. Or the first three red barrels exploded, the fourth is just decoration.
Why
Players learn through patterns. Violating established patterns without warning feels unfair, not clever. The "gotcha" moment punishes players for learning what you taught them.
Symptoms
- "That's unfair!" player reactions
- Memorization-based gameplay (die to learn)
- Players become paranoid, test everything
- Pacing slows as trust erodes
Solution
1. IF YOU BREAK A PATTERN, TELEGRAPH IT
- Visual difference (different color, damage, glow)
- Audio cue (different sound, music shift)
- Environmental context (trap mechanisms visible)
2. THE FAIR WARNING TEST "Would a first-time player have any reason to expect this would be different?" If no, either telegraph or don't break the pattern.
3. CONSISTENCY TRUMPS CLEVERNESS A predictable game is learnable. An unpredictable game is frustrating.
4. SUBVERSION vs BETRAYAL SUBVERSION: Pattern broken with clear signals BETRAYAL: Pattern broken with no warning One creates memorable moments, the other creates rage.
Door Problem
Id
door-problem
Summary
Players don't realize something is a door or how to open it
Severity
medium
Situation
Players stand in front of an exit for minutes, not realizing it's a door. Or they find the door but can't figure out how to open it. "I thought this was a wall," "I didn't know I could interact with that."
Why
Doors are so fundamental that designers forget to teach them. But your door might work differently than the last game player played. Every interactive element needs visual language.
Symptoms
- Players running past exits
- "How do I open this?" questions
- Wandering in completed rooms
- Prompt spam near doors
Solution
1. DOOR VISUAL LANGUAGE
- Distinct from walls (frame, color, material)
- Handles, hinges, or clear interaction point
- Light seeping through edges
- Sound from beyond
2. INTERACTION FEEDBACK
- Highlight on approach (subtle glow, outline)
- Prompt when in range
- Audio cue when interactable
- Physical response to failed attempt
3. LOCKED DOOR COMMUNICATION
- Different visual state
- Specific feedback on attempt
- Hint toward solution
- "This door requires a keycard" not just "locked"
4. THE STREAM TEST Watch someone play your level for the first time. How long do they spend on doors? If more than 2 seconds to understand, improve the signaling.
Combat Arena Camping Spot
Id
combat-arena-camping-spot
Summary
Unintended defensive positions that trivialize encounters
Severity
high
Situation
Players discover a corner, doorway, or platform where enemies can't effectively attack them. They camp there, picking off enemies safely. Your carefully designed combat becomes a boring shooting gallery.
Why
Players will always find the path of least resistance. Cheese spots that trivialize combat make the game less fun but players can't help using them. It's your job to prevent unfun optimal strategies.
Symptoms
- All playtesters end up in same spot
- Players say combat is "too easy"
- Enemies can't reach player position
- Combat duration much shorter than intended
Solution
1. ELIMINATE INVINCIBLE POSITIONS
- No corners where only one enemy can attack at once
- No doorways where enemies line up to die
- No ledges enemies can't reach at all
2. FORCE MOVEMENT
- Grenades or explosives flush camping
- Flanking enemies from multiple routes
- Objectives that require leaving cover
- Environmental hazards in static positions
3. ARENA DESIGN RULES
For every defensive position:
[ ] 2+ angles of attack are possible
[ ] Cover is destructible or temporary
[ ] Position has resource pressure (ammo, health)
[ ] Something forces occasional repositioning4. TEST WITH OPTIMAL PLAYERS Ask playtesters: "Find the easiest way to win." If their method is boring, redesign the space.
Open World Icon Soup
Id
open-world-icon-soup
Summary
Overwhelming players with map markers and collectibles
Severity
medium
Situation
Open the map and there are 500 icons. Question marks, collectibles, towers, camps, treasures, races, side quests. Player closes map feeling overwhelmed rather than excited.
Why
More content isn't always better. When everything is marked, nothing is discovered. The joy of exploration is replaced by checkbox completion. Players feel obligated rather than curious.
Symptoms
- Players avoiding the map
- Ignoring side content entirely
- "I'll do that later" (never returns)
- Completionists burning out
- "Too much content" criticism
Solution
1. LAYER INFORMATION REVEAL
- Only show nearby or discovered icons
- Unlock map regions progressively
- Let players filter icon types
- Quest-relevant icons only when active
2. DISCOVERY vs MARKING
- Some content unmarked, found through exploration
- Environmental hints instead of icons
- NPC rumors point direction
- Reward finding things yourself
3. MEANINGFUL AGGREGATION Instead of: 50 individual "chest" icons Show: "Region: 5/12 Chests Found"
4. UBISOFT FATIGUE AVOIDANCE "If your map looks like Ubisoft, you've lost the sense of adventure."
Multiplayer Spawn Sightlines
Id
multiplayer-spawn-sightlines
Summary
Spawn points visible from enemy positions
Severity
critical
Situation
Player spawns and immediately dies because an enemy has line-of-sight to their spawn. Spawn camping becomes possible, ruining the experience for new spawners.
Why
Spawning should be a reset, not a continuation of dying. If spawns can be watched, skilled players will abuse this. Spawn protection is a band-aid; spawn design is the cure.
Symptoms
- "Spawn camping" complaints
- Kill streaks immediately after enemy spawn
- Players quitting after spawn deaths
- Spawn protection band-aids added
Solution
1. SPAWN REQUIREMENTS
Every spawn point must have:
[ ] No enemy sightlines within 3 seconds of spawn
[ ] 3+ exit directions
[ ] Immediate cover available
[ ] No adjacent spawn in enemy sightline2. DYNAMIC SPAWNING
- Spawn further from enemies
- Flip spawns based on team positions
- Avoid recently killed locations
3. SPAWN PROTECTION IS FAILURE If you need invincibility on spawn, your spawns are bad. Players should survive through design, not god mode.
4. TEST PROTOCOL Have skilled players try to spawn camp. If possible for more than 2 kills, redesign spawns.
Platformer Coyote Time
Id
platformer-coyote-time
Summary
Forgetting about coyote time in jump distance calculations
Severity
medium
Situation
Your game has coyote time (can still jump briefly after leaving platform). You design jumps based on edge-to-edge distance. Players actually jump earlier than the edge. Your "tight" jumps are now impossible.
Why
Players don't jump from the exact edge - they jump when it feels right. Coyote time and jump buffering change the effective jump window. Your metrics must account for how players actually play.
Symptoms
- "I pressed jump!" complaints
- Deaths at platform edges
- Jumps working sometimes and not others
- Speedrunners jumping early consistently
Solution
1. ADJUSTED METRICS
Visual gap: 3.0m
With coyote time (0.1s at 6m/s): +0.6m effective
With jump buffer: Adds timing forgiveness
True comfortable gap = Visual gap - coyote distance
Design the visual gap LARGER than the actual
challenge you want.2. PLATFORM EDGE DESIGN
- Extend collision slightly beyond visual edge
- Players forgive generous hitboxes
- "I made that!" is better than "I didn't!?"
3. TEST AT 30 FPS Coyote time feels different at different framerates. Test your margins at lowest supported framerate.
Environmental Storytelling Obscurity
Id
environmental-storytelling-obscurity
Summary
Critical story beats told only through easily-missed environment details
Severity
medium
Situation
The game's plot twist is revealed through a diary on a desk in an optional room, newspaper clippings behind some crates, and audio logs players skip. Main-path players have no idea what's happening in the story.
Why
Environmental storytelling is additive, not replacement. It rewards attentive players but shouldn't be the only source of story. Dark Souls works because systems tell the story, not just item descriptions.
Symptoms
- "What's the story?" player confusion
- Main narrative unclear to most players
- Rich lore that nobody finds
- Critics praise story, players don't understand it
Solution
1. STORY LAYERING
LAYER 1 (Critical Path - Everyone sees):
- Cutscenes, key dialogue, obvious events
- Main story is completely clear
LAYER 2 (Optional but Findable):
- Environmental details on main path
- Side conversations
- Depth for those paying attention
LAYER 3 (Hidden - Explorers Only):
- Secret rooms, obscure audio logs
- Lore for dedicated fans
- Never required for main story2. THE SPEEDRUN TEST If someone runs straight through, skipping all optional content, do they understand the plot? If no, your critical path is failing.
3. ENVIRONMENT SUPPORTS, NOT REPLACES Environmental storytelling works best when it adds depth to story you already know, not when it IS the story.
Level Design - Validations
Level Metrics Document Exists
Id
blockout-metrics-defined
Severity
critical
Type
checklist
Items
- Character height documented
- Jump height and distance documented
- Walk and run speeds documented
- Corridor minimum widths defined
- Door dimensions defined
- Comfortable vs challenging jump gaps defined
- Combat engagement ranges defined
Message
Level metrics must be documented before blocking out. Derive all values from character controller.
Fix Action
Create a metrics document from character controller values before any blockout work.
Applies To
- level-design
- blockout
Blockout Playtested Before Art Pass
Id
blockout-before-art
Severity
critical
Type
checklist
Items
- Level playable with placeholder art
- Minimum 3 external playtests completed
- Core gameplay loop validated
- Major layout issues addressed
- Combat encounters timed and tuned
- Pacing reviewed and adjusted
- Geometry locked for art pass
Message
Never begin art pass before blockout is proven fun through playtesting.
Fix Action
Complete blockout iteration with playtests before any final art investment.
Applies To
- level-design
- production
Critical Path Clearly Readable
Id
golden-path-clarity
Severity
critical
Type
checklist
Items
- Main path distinguishable from optional paths
- Next objective visible or clearly signposted
- Lighting guides toward objectives
- No required backtracking through cleared areas
- Fresh playtesters find path within 30 seconds of entering new area
Message
Players should never be lost on the critical path. Test with fresh eyes.
Fix Action
Apply breadcrumbing techniques: lighting, composition, environmental hints.
Applies To
- level-design
- player-flow
Navigation Landmarks Present
Id
orientation-landmarks
Severity
high
Type
checklist
Items
- Global landmark visible from 70%+ of map (for open/hub areas)
- Each area has distinctive visual identity
- Local landmarks provide sub-area orientation
- Players can describe their location verbally
- No identical-looking corridors or rooms
Message
Players must always know where they are and how to get where they're going.
Fix Action
Add distinctive landmarks, color coding, or architectural variation.
Applies To
- level-design
- open-world
- hub-areas
All Dead Ends Have Purpose
Id
dead-end-rewards
Severity
warning
Type
checklist
Items
- Every non-main path leads to a reward, lore, or vista
- Dead ends are short (sub-30 seconds to traverse)
- Player can recognize dead end before full commitment
- Optional paths clearly read as optional
Message
Dead ends without rewards punish exploration and erode player trust.
Fix Action
Add pickup, lore item, vista, or shortcut unlock. Or remove the path entirely.
Applies To
- level-design
- exploration
Intensity Variation in Level
Id
push-pull-rhythm
Severity
high
Type
checklist
Items
- Level has identifiable high-intensity sections
- Level has breathing room between intense moments
- No more than 2 combat encounters back-to-back without breather
- Safe spaces exist for resource management
- Pacing graph shows variation, not flat line
Message
Unrelenting intensity causes fatigue. Constant calm causes boredom.
Fix Action
Add breathing rooms after intense sequences. Vary encounter density.
Applies To
- level-design
- pacing
Level Has Clear Structure
Id
three-beat-structure
Severity
warning
Type
checklist
Items
- Setup phase introduces space and rules
- Confrontation phase escalates challenge
- Resolution phase provides climax and payoff
- Each phase has distinct feel
- Transitions between phases are clear
Message
Well-structured levels are more memorable and satisfying.
Fix Action
Map level to three-beat structure. Identify and strengthen phase transitions.
Applies To
- level-design
- linear
- mission
Combat Arenas Properly Designed
Id
combat-arena-design
Severity
high
Type
checklist
Items
- Cover elements distributed throughout arena
- No invincible camping positions
- Entry gives player overview before engagement
- Exit clearly different from entry
- Arena size matches enemy count and type
- Vertical elements if ranged combat expected
- Post-combat reward present (loot, vista, story)
Message
Combat arenas need intentional design for tactical depth and flow.
Fix Action
Review arena against cover, flow, and sight line requirements.
Applies To
- level-design
- combat
- arena
Combat Encounters Properly Escalated
Id
encounter-escalation
Severity
warning
Type
checklist
Items
- First encounter in level is easiest
- New enemies introduced in controlled setting first
- Enemy combinations build on player knowledge
- No difficulty cliffs without warning
- Final encounter is climax, not afterthought
Message
Encounter design should teach then test, building throughout level.
Fix Action
Map encounter difficulty curve. Ensure steady escalation with new elements isolated first.
Applies To
- level-design
- combat
- encounter-design
Spawn Points Are Safe
Id
multiplayer-spawn-safety
Severity
critical
Type
checklist
Items
- No enemy sightlines to spawn points
- Each spawn has 3+ exit routes
- Immediate cover available at spawn
- No spawn point within grenade range of common positions
- Spawn camping tested and mitigated
Message
Spawn deaths destroy the multiplayer experience. Design spawns to be safe.
Fix Action
Block sightlines to spawns. Add cover and multiple exits. Test with skilled players.
Applies To
- level-design
- multiplayer
- spawn-design
Multiplayer Map Fairly Balanced
Id
multiplayer-map-balance
Severity
critical
Type
checklist
Items
- Both teams have equal access to power positions
- Objective routes balanced in distance and cover
- Power weapons/pickups equidistant from spawns
- High ground positions contestable from multiple angles
- No side has inherent advantage
- Map tested with team swaps showing similar results
Message
Unfair maps aren't fun for either team.
Fix Action
Audit distances, sightlines, and advantages for each team. Playtest with team swaps.
Applies To
- level-design
- multiplayer
- competitive
Map Locations Are Communicable
Id
multiplayer-callout-clarity
Severity
warning
Type
checklist
Items
- Each area has distinctive visual identity
- Areas can be given clear, memorable names
- No two areas look identical
- Compass directions work (clear north/south/east/west)
- Callouts tested with new players
Message
Team communication requires unique, identifiable locations.
Fix Action
Add visual distinction to similar areas. Test callout clarity with new players.
Applies To
- level-design
- multiplayer
- team-based
New Mechanics Properly Introduced
Id
mechanic-introduction
Severity
high
Type
checklist
Items
- New mechanic introduced in isolation
- First use has low/no failure penalty
- Player can observe solution before attempting
- Complexity added after base mechanic understood
- No tutorial text unless absolutely necessary
Message
Teach through design, not text. Safe spaces to learn before stakes.
Fix Action
Apply Nintendo teaching method: safe introduction, guided challenge, twist, mastery test.
Applies To
- level-design
- tutorial
- onboarding
No Soft Lock Conditions
Id
no-softlocks
Severity
critical
Type
checklist
Items
- Every one-way transition audited
- Required items obtainable after any one-way
- Pits have escape routes or quick death
- Consumable soft locks impossible
- Sequence breaks don't break story
Message
Soft locks waste player time and break trust. Never ship one.
Fix Action
Audit every one-way transition. Add escape routes or move required items.
Applies To
- level-design
- progression
- qa
Jump Gaps Match Controller Metrics
Id
jump-gap-consistency
Severity
critical
Type
checklist
Items
- All gaps tested against documented jump distance
- Comfortable gaps at 80% of max jump
- Challenging gaps at 95% of max jump
- No gaps exceed 100% of max jump on critical path
- Coyote time and jump buffer accounted for
- All gaps tested at lowest supported framerate
Message
Jumps that don't match controller feel unfair and frustrating.
Fix Action
Measure all gaps against character controller. Adjust geometry to match metrics.
Applies To
- level-design
- platforming
- metrics
Combat Corridors Wide Enough
Id
corridor-combat-width
Severity
high
Type
checklist
Items
- Combat corridors at minimum 4x character width
- Dodge/roll space available in combat zones
- Cover positions accessible without getting stuck
- Multiple players can pass (if multiplayer)
- AI can navigate without clustering
Message
Narrow combat spaces feel cramped and frustrating.
Fix Action
Widen combat areas to at least 4x character width. Test with combat playthrough.
Applies To
- level-design
- combat
- metrics
Visual Hierarchy Guides Player
Id
visual-path-hierarchy
Severity
warning
Type
checklist
Items
- Critical paths are brightest or most saturated
- Interactive elements have consistent visual language
- Doors readable as doors
- Composition leads eye to objectives
- Blur test: direction clear when screenshot blurred
Message
Players should know where to go without UI markers.
Fix Action
Apply lighting, color, and composition to guide attention.
Applies To
- level-design
- polish
- art-pass
Level Within Performance Budget
Id
performance-budget
Severity
critical
Type
checklist
Items
- Draw calls within target
- Poly count within budget
- Occlusion culling functioning
- LODs implemented for distant objects
- Lightmaps within memory budget
- Tested on minimum spec hardware
Message
Beautiful levels that don't run are useless.
Fix Action
Profile and optimize. Cut detail in non-focal areas.
Applies To
- level-design
- optimization
- production
Content Density Balanced
Id
open-world-density
Severity
warning
Type
checklist
Items
- Points of interest distributed evenly
- No large empty zones without purpose
- High-traffic routes have most content
- Optional areas less dense but rewarding
- Map icons not overwhelming
- Discovery balanced with marking
Message
Open worlds need intentional content distribution.
Fix Action
Map content density. Fill dead zones or make emptiness intentional.
Applies To
- level-design
- open-world
Fast Travel System Supports Exploration
Id
open-world-fast-travel
Severity
warning
Type
checklist
Items
- Fast travel points discovered through play
- Manual exploration still rewarded
- Fast travel doesn't skip critical content
- Fast travel available after initial exploration
- Destination preview shows what's there
Message
Fast travel should enhance exploration, not replace it.
Fix Action
Gate fast travel behind discovery. Ensure content between points is worth walking.
Applies To
- level-design
- open-world
- traversal