
Explore the rules and goals of level design, guiding players with lighting and layout while building learnable spaces, pacing, tension, and engaging, discoverable environments.
Explore how to design navigable game maps using paths, edges, districts, and nodes to guide players, create landmarks, foreshadow events, and encode spatial memory across diverse settings.
Apply practical design lessons to a see-through double-screw bottle with a spill-secure spout and glow-in-the-dark grip, then craft ads that highlight its key features for sports and school use.
"Level Design Philosophy" is an introductory class that explores Level Design trains of thought. Whether you’re interested in video games, tabletop games, mobile apps, or other interactive experiences, this class breaks down what makes game levels engaging, meaningful, and fun.
The course examines how Level Design can be used to teach players new skills and how we can guide players without additional instructions. Students learn how rules shape behaviour, how systems interact over time, and how choices create emergent outcomes. Through analysis of actual examples, we explore why some designs feel compelling while others fall flat.
A major focus of the class is user-centred design. Students will learn to think from the players’ perspective, considering motivation, challenge, feedback, accessibility, and emotional impact.
The class also includes a few practice tasks for everyone to join in on or spectate as examples.
By the end of the class, students will understand the fundamental principles of Level Design, be able to analyse spaces and features with a critical eye, and confidently communicate their own game ideas. This class is ideal for aspiring designers and anyone else interested in how interactions work under the hood.
This class is part of a set called "Game Design for Game Developers".