Level Design Foundation
Purpose and ownership
Turn recurring spatial story and gameplay needs into usable principles.
Traversal/interaction metrics, routes, wayfinding, encounter grammar, teaching, pacing, checkpoints and spatial storytelling. Applies to spatial or encounter design.
Questions
Can players reach and read intended options? How do spaces support verbs and story states? Where are rest, discovery and challenge possible?
Inputs and outputs
Inputs: Applicable verbs/metrics, fictional limits, narrative constraints and visual cues.
Outputs: Spatial standards, flow/teaching patterns and walkthrough or playtest criteria.
Prerequisites
Relevant Game, Narrative and Art contracts; world constraints for story-bearing places. Not required by every game.
Stability and evolution
Keep stable: Traversal limits, affordances and critical navigation/readability assumptions.
Can evolve: Local layouts and encounter sequences are Content; changed shared metrics need impact review.
Reusable rules
Derive reach, clearance and timing from player capability; test them rather than copying real-world dimensions blindly. Explain how required information is conveyed. Keep local beat sheets separate from shared pacing rules.
Acceptance test
Can two levels be reviewed against the same rules without prescribing either layout?