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Pablo Rodriguez

Level Design Doc

  • Level Design Document Purpose:
  • Records “everything about a given level”
  • Living documents that mix:
    • Describing intention
    • Recording results
    • Must stay up-to-date
  • Document Components:
  • Intention

    • Goals for gameplay
    • Expected player results
    • “Mile high view” of level purpose
  • Level Requirements

    • Must do: Bare minimum for success
    • Should do: Additional desired goals
  • Context & Setting

    • Placement in game sequence
    • Location in game world
    • Time of day details
  • Story & Gameplay Elements

    • Beats and narratives
    • Key story elements
    • Gameplay metrics
      • New abilities
      • New opponents/obstacles
      • Physics changes
  • Technical Sections

    • Mapping: Diagrams and maps
    • Challenges: Obstacles and difficulties
    • Aesthetics: Visual/audio needs
  • Document Creation:
  • Process:
    • Lead designers scaffold game progression
    • Team fills in details during development
  • Usage varies by game:
    • Small games (like Tetris): May not need one
    • Large games (like Witcher 3): “Incredible detail”

Level Design Documents serve as comprehensive guides that evolve throughout development. They range from basic outlines to detailed specifications depending on the game’s scope and complexity.