
Throughout the course we’ll have opportunities to make things so in this lecture we’ll take a quick moment to set up our work environment - you can use whatever engine or editor you like.
Before we dive into theory and frameworks lets get our hands dirty and create something quick and easy in our test environment.
Being a level designer is more than just adding geometry to the world, its about integrating all of the parts of the game into a cohesive experience for the player.
It can be difficult to know when to do particular things when building your game and your levels so in this lecture we map out the 10 main steps to building your levels.
As you’re designing and implementing your levels keep these 5 important concepts in mind.
The biggest problem with bad level design is that the distances aren’t set up correctly, we discuss this and look at examples.
All game design requires interesting decisions for the player and level design is an important mechanism for providing interesting decisions to players.
Players need some guidance or direction in most games, we discuss what that means and how to go about providing it.
A level that noone wants to play isn’t much use, so we need to ensure that we’ve given our player enough desire and interest to interact with the game world we’ve made for them.
Mixing things up through variety is critical. Keeping the requirement of diversity front and centre will help level designers to vary their game for players.
We discuss the level pathing and layout ideas that will be presented in this section.
We can think in terms of high, medium and low level aspects of our level layout.
Different genres of games require different ideas to level layouts.
We take a look at a bunch of layout ideas and flows.
Varying the heights in your level go a long way to creating interest and variety. There is also an emotional relationship between height and perspectives.
As a level designer if you ask yourself the 2 Why’s whenever you place elements or make design decisions you’ll ensure that your level is consistent and immersive.
Story is an important part of level design. Many designers are too heavy-handed with story however so we’re discussing how you can show your player rather than telling your player the important information.
Level designers need to guide the player and teach them how to interact with the world. Understanding affordances will help with that objective.
Rick outlines a technique he used to brainstorm a level layout.
In this section we’re going to pull everything together and make a level.
We need to figure out what we’re going to create in terms of the genre, goals, etc.
This is the big challenge for the course and the time where we bring it all together to make something amazing.
Rick shows you his level being created as a timelapse so you can see his thought process.
Rick talks you through his particular level from a gameplay perspective so you can see his decisions.
Ever wondered why some games feel engaging from start to finish, while others lose your interest after a few minutes?
The difference is often level design.
Great level design is what turns mechanics into memorable experiences. It guides the player, creates tension, delivers meaningful choices and keeps players coming back for more.
But here's the thing - good level design isn't magic. It's a craft. And once you learn how it works, you'll see it everywhere.
In this course, you'll go beyond simply placing objects in a scene. You'll learn how to structure levels using proven frameworks, analyse real levels from popular games to understand exactly what makes them work, and apply those lessons directly to your own designs.
You'll learn how to:
Brainstorm and develop level ideas with confidence
Design player paths and level flow that feel natural and intentional
Create engaging gameplay moments and meaningful player choices
Add variety and pacing so your levels never feel repetitive
Greybox and prototype your ideas quickly before committing to anything
You'll also follow a clear, step-by-step workflow so you always know what to build next and how to improve your levels over time.
This course is perfect for:
Indie developers wearing multiple hats
Game jam participants
Beginner designers looking to build strong foundations
Anyone who wants to understand why great games feel so good to play
By the end, you won't just understand level design - you'll feel it. And your levels will show it.
Please note this course is still under development and new content is being added regularly.