level-design
Level Design
Vocabulary and frameworks for expressing design intent through spatial layout — how to build levels that create meaningful player decisions.
Core Vocabulary
Spatial Choice — A decision created by level geometry: which path to take, which threat to address first, which resource to pursue. Spatial choices are meaningful when they are discernible (the player can read the setup) and integrated (the outcome changes the game state). Cosmetic forks that converge immediately are not spatial choices.
Legibility — The degree to which a player can read a space before committing to it. Legibility is the prerequisite for choice: a space the player cannot assess forces guessing, not decision-making. Achieved through sightlines, silhouettes, landmarks, and clear geometry.
Critical Path — The intended route through a space. Good critical path design makes the intended route the most legible option without eliminating alternatives. The critical path should be discoverable through play, not through a map marker.
Prioritization Choice — The highest-value spatial decision: which threat/resource/path to address first, with no obviously dominant answer. Created when enemy compositions, resource placement, and geometry combine into configurations that reward different approaches on different playthroughs. Test with the Checkpoint Test: replay the encounter imagining you died — do the patterns rearrange meaningfully?
Arena Pressure — The spatial and mechanical forces that push a player toward enemies rather than away from them. Achieved through resource placement (drops come from enemies), geometry (no safe camping positions), and enemy behavior (enemies advance on the player, denying safe positions). The opposite of arena pressure is a space that rewards retreat.
Push-Forward Design — A design philosophy where every spatial and mechanical element incentivizes aggressive forward movement. The player restores health by engaging, not abstaining. Geometry rewards movement over camping. Encounters end when the player closes distance, not when they outlast a timer.