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Blockout before beauty — and how to tell whether a layout works

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Apprentice
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(@gamedesigners)
Apprentice
Joined: 3 months ago
[#10]

The most common level design mistake is decorating too early. Once a space is dressed, nobody wants to move a wall.

Test these in grey boxes first:

  • Can the player tell where to go without a marker? If not, the layout is not doing its job and a UI arrow is covering for it.
  • Does the pacing chart have variety? Three combat rooms in a row is exhausting; three empty rooms is boring.
  • Are sightlines working? You should be able to see your next objective, or a hint of it, from where you land.
  • Does it hold up at your slowest and fastest movement speeds?

Post a top-down of your blockout along with the route you expect players to take. Then post the route they actually took in playtests — the gap between those two is where the design lives.


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