Ten Principles for Good Level Design
Dan Taylor provides a Ramsian-style breakdown of how to create world-class levels, which distills the art and science of level design down to a concentrated set of fundamental principles for innovation, engagement, and immersion. Watch the full video here: https://www.youtube.com/watch?v=iNEe3KhMvXM Quick guide breakdown: Good level design is fun to navigate but throw in some chaos. Does not reply on words to tell a story. Tells the player what to do, but not how to do it by giving clear objectives. Good level design constantly teachers the player something new with new mechanics Surprise players by taking risks and changing aesthetics or pacing. Embrace the escapism and empower the player. Use risk reward so players can choose there own difficulty dynamically. Design of non linearity, bidirectionalarity, modularity and efficiency. Work backwards to create an emotion response using level mechanics Level design is driven by mechanics. These are not weighted in priority,