Universal-level design techniques 

Written by Alicia 

Although game design is subjective, several level design disciplines exist that can improve the players’ overall gaming experience. These include universal principles, as well as the techniques designed especially for particular game genres. In the following writing, I would like to introduce a few universal principles that can be applied to level design work. 

Landmarks 

When it comes to “Landmarks,” the first things that pop up to your mind might be the Statue of Liberty in the United States, the Tokyo Tower in Japan, and so on. These landmarks represent the culture and prosperity of the area in our real life. Generally, landmarks are also essential parts of the game level. Imagining how these landmarks attract tens of thousands of visitors to check in and take pictures, this phenomenon shows the significance of guidance. In a specific game level, landmarks are also called the focal points, the points of interest, etc. They might be unique architecture or memorable shapes that can guide players in the right direction. A scene without landmarks may lack guidance and goals. One example is in the game “The Last of Us”; almost every level mentions an easy-to-identify landmark.   

Gates and Valves 

Gates and Valves are both level design techniques to reduce the possibility of space. Gates stop progress until conditions are met, while valves prevent backtracking. Through the scene’s dialogue or just mission sheets, players can get an idea of the conditions they must fulfill to reach the next stage. Gates help to separate the level into several sections and make the level more structured. However, valves work the opposite way. They are usually hidden in the scene and unnoticeable at first glance. Only when players want to return will they find it impossible to get to the previous scenes because of the height, obstacles, etc. They are designed to ensure the pace of level and resource control. 

Breadcrumbs 

The idea of breadcrumbs is more vivid and intuitive. When we want to tempt some animals or persons, we consistently put some temptation along the way. That’s how breadcrumbs work. These temptations are usually small rewards or clues that will not affect the whole economic system in the game. However, they can still attract players’ attention from the beginning, significantly affecting the sequence of players’ adventures in the level. 

The three sections above are typical game design techniques, but there are many other ways of guiding, such as texture, light, colour, and other visual guides. You can look up the information or find it in the game if you want to learn more!