--- name: level-design description: Design levels, maps, encounters, and puzzles that deliver the intended pacing - layout flow, teaching moments, landmarks and guidance, encounter composition, set pieces, and greybox (blockout) iteration. Load when planning a level or map, building a blockout, designing an encounter or puzzle, teaching a mechanic in space, or reviewing level readability. --- # Level design Follows `progression-design`. Next: `balance`. ## Purpose Create spaces and sequences where the player exercises mechanics, feels the intended pacing, and always knows where to go and what to try. ## Inputs - Pacing outline, unlock table, and onboarding sequence from `progression-design`. - Mechanics from `mechanic-design`. ## Framework 1. **Level goal**: one sentence on what the player learns or feels, and which mechanic it features. 2. **Beat sheet**: ordered beats (arrival, teach, test, twist, climax, rest, exit), each with intended duration. 3. **Layout and flow**: sketch the route, branches, loops, and chokepoints. Decide the critical path and optional detours. 4. **Guidance**: use landmarks, lighting, contrast, lines, and level geometry to guide before using markers or text. Players should be able to find the objective without prompts. 5. **Teaching in space**: introduce a mechanic where failing is safe, repeat it with variation, then combine. Show before telling. 6. **Encounters**: define composition (enemies, hazards, puzzle parts), space, player options, and the expected solution range. Offer more than one approach. 7. **Risk and reward placement**: put optional rewards behind visible risk. Place checkpoints so failure repeats little. 8. **Greybox (blockout) first**: build with untextured simple shapes to test scale, flow, and sight lines before art. Iterate: playtest, observe where players stall, get lost, or skip content, adjust, retest. Art comes after layout is stable. ## Output ``` Level: Goal: Featured mechanic: Target duration: Beat sheet: beat | location | what the player does | intended feeling Layout sketch: Guidance cues: Encounters: Rewards and checkpoints: Greybox test notes: ``` ## Worked example (Lanternfall, District 1, "The Drowned Stair") ``` Level: The Drowned Stair Goal: learn the pulse Featured mechanic: Light pulse Target duration: 6-8 minutes Beat | Location | What the player does | Feeling Arrive | Lamp-post | Sees a lit stair going down | Safe Teach | Wet landing | Pulse reveals a gap in floor | Curiosity Test | Broken bridge| Pulse twice to find the path | Mild pressure Twist | Flooded hall | Hunter reacts to the pulse | Tension Climax | Pump room | Sneak and pulse under chase | Dread, release Rest | Second lamp | Bank fuel, optional tool | Relief ``` Metrics (set in the blockout, then keep): player speed, jump or step height, safe gap width, pulse radius at 1 second, sight line to the next landmark. Write them down so every room uses the same numbers. ## Readability, encounters, and playtest notes - Landmarks: one tall or lit feature per room visible from the entrance, so the player can state where they are going. - Introduce, develop, twist, conclude: each mechanic gets a safe teach room, a pressured test, a combination, then a payoff. - Encounter template: threat | space | player options (at least two) | intended solution | fail state. - Blockout first: grey boxes with scale metrics, playable end to end before any art. Mark where testers hesitated, retraced their steps, or skipped optional space. - Playtest notes template: tester | time per beat | where lost | where died | quote | fix. ## Quality checklist - Level has one clear goal and a defined beat order. - A new player finds the path without a marker. - Each encounter has more than one viable approach. - Checkpoints and rests follow high-tension beats. - Greybox was tested before art started. ## Anti-patterns - Beautiful spaces with no gameplay purpose. - Mazes mistaken for challenge. - Introducing and testing a mechanic in the same moment. - Dead ends with no payoff. - Polishing art before layout is playtested. - Relying on a waypoint marker to cover for poor layout. - Inconsistent metrics between rooms, so jumps or gaps feel unfair. ## Ready for the next skill - [ ] Blockout is playable end to end and tested with new players. - [ ] Beat durations measured, not guessed, and match the target. - [ ] Encounter values (counts, damage, timers) listed in one place. - [ ] Notes list where players stalled or got lost, with fixes done or logged. ## Handoff Playable levels and encounters, with their tuning values, go to `balance` for tuning and structured playtesting.