Learning path
Level design
From a rough playable space to readable routes and teaching one mechanic.
Before you start
Refresh these foundations if needed:
Lesson sequence
Blockout: test space before art
Build a rough playable level around actual character dimensions, speed and camera to test a gameplay question.
Making a route readable
Give players landmarks and information for choosing a route while preserving room to explore.
Teaching one mechanic through a level
Build a short sequence in which players try a rule, receive feedback and apply it in a new situation.
Put it into practice
Use the exercises to check decisions from the lessons. Preserve conditions and comparison results.
Review through lenses
Lessons contain original teaching examples and primary-source links. Numbers and scenarios illustrate a principle; verify the result in your own game.
Outcome and verification
A traversable blockout with a route, landmarks and one taught mechanic.
- The route is completed without the author’s hints.
- Dimensions and cues are checked through actual gameplay.