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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?