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Level Design Basics: Building Spaces That Guide Players Silently

The basics of level design, from teaching order and wayfinding to pacing and playtesting, explained via Super Mario Bros. 1-1, Half-Life 2, and Portal.

#level design #game design #Super Mario #Portal #Half-Life 2 #indie development

While playing a game, you've probably found yourself walking naturally into the next room or figuring out a new enemy's weakness on your own, even though nobody explained anything. Behind that moment, there is usually a level designer's calculation. It's the result of deciding, one by one, where to put the light, which wall to block, and in what order to show the enemies.

In this post, we look at what level design is and the principles good levels share, using famous examples. We go through the first stage of Super Mario Bros., the Gravity Gun in Half-Life 2, and the test chambers of Portal, and at the end, we introduce how a small team actually builds and revises levels.

What Is Level Design?

In games, a "level" is the space a player moves through while achieving a single goal. Depending on the genre, it's also called a map, mission, stage, course, or zone. Level design is the work of creating that space, but it goes beyond simply drawing terrain.

Here is roughly what a level designer decides:

  • The large-scale structure, such as hills, rooms, and corridors, plus the starting point and exit
  • Where enemies, items, save points, and resources are placed
  • Events that trigger when the player enters certain spots
  • Lighting, sound, and music that fit the space

In the early days, level design wasn't a separate job, and often a single programmer also built the maps. Space Invaders (1978) repeated the same screen endlessly while getting harder, while Donkey Kong (1981) strung several different levels together along a story. Lode Runner (1983) was one of the early games to include a level editor. As games grew larger, level design became an independent specialty.

Principle 1: Let Players Discover, Don't Teach

The first level anyone studying level design analyzes is, without question, World 1-1 of Super Mario Bros. (1985). Shigeru Miyamoto explained that he made this stage so players would understand what to do "gradually and naturally."

If you follow the flow of World 1-1, the sequence is very carefully crafted.

  1. As soon as you start, a Goomba slowly approaches. First-time players are likely to die here, but since little ground is lost, they immediately try again. And they learn that "mushroom shapes are dangerous" and that "you can avoid them by jumping."
  2. Next, hitting a block produces a coin, and another block produces a Super Mushroom. Even if the player, having seen the Goomba, tries to avoid the mushroom, the narrow passage between the blocks means they end up touching it, and as Mario grows bigger, they learn that "this is a good mushroom."
  3. Four pipes of different heights follow, and players naturally learn that holding the button longer makes you jump higher.
  4. Some of the pits have floors, so falling in doesn't kill you, which lowers the pressure of failure.

There is no written explanation at any step. The layout of the level itself serves as the manual. This approach works because players feel that they "figured it out" rather than "were taught." Rules you work out yourself stay in your memory longer, and the game feels like "your game."

Principle 2: New Tools in a Safe Place First, Tests Later

When giving the player a new ability or tool, the basic approach is to let them try it first where failure is fine, then test them in harder situations once they're comfortable.

The Gravity Gun in Half-Life 2 (2004) is a good example. The Gravity Gun is a tool that pulls or pushes objects, and it can be used to fling things at enemies, hold them up as shields, or stack them to climb to high places. The game introduces it in a scene where your companion Alyx hands it to you at a resistance base, and afterward the protagonist passes through Ravenholm, a town overrun with zombies. The structure naturally puts the newly acquired tool in your hands through the story, then takes you straight to a space where you need it. Physics-based puzzles are also scattered throughout, so players get to use the same tool in many ways in both combat and puzzles.

Portal (2007) turned this principle into the structure of the entire game. Players pass through "test chambers" one at a time, and each chamber generally contains one new idea. The rule that momentum is preserved through portals, the rule of pressing buttons with cubes, and the rule that portals disappear when you pass through certain barriers appear in turn, and later on, they get mixed together. Because the chambers are short and the goals are clear, players can focus on "what to learn in this chamber."

In short, a single level usually contains this kind of rhythm:

StageWhat it doesExample
IntroductionShows a new element without riskA single Goomba, the first Portal chamber
PracticeHas players use it again with slight variationsPipes of different heights
ApplicationMixes it with other elementsLate Portal chambers combining several rules
TestChecks what was learned under pressureLate test chambers, bosses

Principle 3: Guide with Space, Not Words

Most of the time players spend lost and wandering isn't fun. But if you keep arrows on the screen, the joy of exploration disappears. So level designers use techniques that show direction through the space itself.

  • Light and color: The human eye goes first to bright spots and eye-catching colors. Lighting the correct path or placing an object with a distinctive color is a widely used method. The recent practice of painting climbable surfaces with yellow paint is effective, but it's also criticized as too heavy-handed.
  • Item placement: If you line up coins or healing items, players follow them and naturally head in the right direction. This technique is especially common in platformers.
  • Narrowing chokepoints: In a wide space, clearly showing only one exit removes the need to deliberate.
  • Obstacles and props: Piling debris or crates on blocked paths signals "not this way."
  • Distant landmarks: Showing a tall tower or large building in the distance makes players walk toward it without even looking at a map.

Principle 4: Create a Rhythm of Tension and Rest

Nonstop combat gets tiring, and nonstop walking gets boring. Good levels alternate between high-tension sections and sections where you catch your breath. For example, after a big fight there's a quiet room with a save point, and from that room you can catch a glimpse of the next area.

This rhythm also ties in with technical reasons. Open-world games sometimes make players pass through narrow corridors or gaps while the next area loads in advance, and these sections are often called "loading tunnels." In well-made games, these sections feel like a natural break, so players hardly notice that it's loading time.

In multiplayer maps, "balance" and "encounters" matter more than rhythm. Real-time strategy maps usually give each player a base but place resources in the middle of the map, drawing players out to clash. A poorly made team battle map can give one team a noticeable advantage, so designers spend a long time using symmetrical layouts or, even with asymmetry, balancing the strengths and weaknesses of each side.

Principle 5: Leave a Door Open for Experts

World 1-1 also contains secrets that first-time players easily miss, such as a pipe leading to a bonus room and a block hiding a 1-Up Mushroom. That pipe in particular lets you skip a large part of the stage, so experienced players can get through quickly.

The same level becomes a safe learning ground for beginners and a playground for finding shortcuts and secrets for experts. Portal's challenge modes, which have you replay chambers you've already cleared with goals like "fewest portals," "fewest steps," and "least time," come from the same idea.

How a Small Team Builds a Level

At a small studio like ours, a level usually goes through this process.

  1. Build it as a graybox first. We create just the space and flow with simple shapes and no graphics, then play it ourselves. If it isn't fun here, it won't be fun with graphics either.
  2. Decide on the one thing the level will teach. You should be able to say it in a single sentence, like "this stage is where you learn to bounce off walls twice."
  3. Hand it to a first-time player without saying a word. Resist the urge to explain from the side, and note where they stop. Where they stop is what needs fixing.
  4. Take things out. Most revisions involve removing something. The more unnecessary branches, pointless enemies, and confusing decorations disappear, the clearer the level becomes.

RICOSHOT: Golf Puzzle is a game that shows the predicted path of the bouncing ball, so in its levels, where you place walls and obstacles is the puzzle itself. Because the path is visible, players focus on reading the space rather than on precise hand control, and we refine that space so it contains only one idea at a time.

Wrapping Up

A good level doesn't tell the player "do this." Instead, it puts light at the end of the path, places the first enemy somewhere safe, and hides a door for experts. The next time you find your way naturally while playing a game, it might be worth thinking about who designed that space and how.

References

Games from KEKE STUDIO

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