Level Design
Of all the time-consuming tasks involved in the creation of a computer game, level design is by far the greatest. Not only is it quite time-consuming, but also quite important. While working on Sonic Light Speed, I gathered a fair deal of level design experience. Below are a few tips I have to offer.
Different Paths to the Finish
One seemingly obvious but often neglected point to keep in mind is that levels should include multiple paths to the finish, diverging and converging as the level progresses. Levels shouldn’t proceed in a linear fashion with a single path leading directly from the start to the finsh. Different paths to take will not only make playing a level more enjoyable, but will also increase the replayability of the level. After completing a level for the first time, the user may have only explored a small amount of the entire map. The next time the user goes through that same level, the experience won’t have to be the same.
Unique Gameplay Elements in Each Level
Though many elements of gameplay should be universal throughout each level (powerups, monetary units, etc.), some elements should be unique to a particular level. These unique elements (”gimmicks”, as I like to call them) can really add some zest to a game. Gimmicks are an important part of a well designed level and usually tie in with the theme of the level.
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For example, the flowing hot lava seen in the screen to the left is only found in the second level of Sonic the Hedgehog, adding a unique challenge to the level and making it far more memorable.
Keep Pacing in Mind
Just like a book, play, or piece of music, a good level requires good pacing. The difficulty of a level shouldn’t increase and decrease sporadically, but should be thoughtfully planned out. A user shouldn’t be presented with an extremely difficult task towards the start of the level and then be presented with nothing challenging throughout the rest of the level. Throwing too much at a user will cause frustation; throwing too little will cause boredom.
Aesthetics
There’s quite a lot that could be said about game aesthetics (after all, playing a computer game is a primarily visual experience), but I’ll just touch on a few points. Firstly, plan out the look and feel of a level before you start making it. Be sure that the background, tiles, and objects all harmonize. If necessary, make a mockup of the level before creating it. When creating the paths upon which the player will walk, avoid making strings of floating platforms. Instead, try to actually make landscapes with valleys, ridges, outcroppings, etc. Also, don’t forget to add some decorations (trees, rocks, rubble, etc.) to every level, even if they don’t have any game play function.
Conclusion
This isn’t nearly an exhaustive look at the dos and donts of level design; I’ve just noted a few ideas which I’ve found important. Though these ideas don’t form a blueprint for a perfect level, they are a good set of guidelines. Keeping them in mind will certainly result in better levels and better games.




