Level design or
environment design, is a discipline of game development involving the making of video game levels—locales, stages or missions. This is commonly done using a level editor, a
game development software designed for building levels; however, some games feature built-in level editing tools.
History video game levels In the early days of video games (1970s–2000s), a single
programmer would develop the maps and layouts for a game, and a discipline or profession dedicated solely to level design did not exist. Early games often featured a level system of ascending difficulty as opposed to progression of storyline. An example of the latter approach is the arcade
platform game Donkey Kong (1981), which uses multiple distinct levels to progress a storyline; as
Mario (originally called Jumpman) tries to rescue
Pauline from
Donkey Kong, each level ends with Kong fleeing with Pauline and then Mario having to complete a different level each time, until he finally confronts Kong. 1983's
Lode Runner was one of the first titles to ship with a level editor. Its designer,
Doug Smith, reputedly paid neighborhood children to design levels for the game. The same year, the multiplayer dungeon crawl
Dandy was released, and it also shipped with a level editor which was documented in the manual.
ZZT (1991) is a later game with user-accessible mapping and scripting. A game genre that required significant amounts of time to design areas were text-based games, such as
MUDs. Often, promoted users were assigned to make new paths, new rooms, new equipment, and new actions, often using the game interface itself. like
Nexuiz, the levels are designed as
three-dimensional spaces. 3D first-person shooters
Doom (1993) and
Doom II (1994) were two of the first games to attract focused
game modding activity, and many
WAD level files were made for them. Once completed, these concepts transform into extensive documentation, environment modeling, and the placing of game specific entities (actors), usually with the aid of a level editor. A level editor may be distributed as a complete stand-alone package, at times, rivaling commercial 3D modelling software. • Determining environmental conditions and "ground rules" such as day/night, weather, scoring systems, allowable weapons or gameplay types, time limits, and starting resources. • Specifying certain regions where certain gameplay activities or behaviors occur, such as resource harvesting, base building, water travelling, etc.; • Specifying non-static parts of a level, such as doors, keys and buttons with associated mechanisms, teleporters, hidden passageways, etc.; • Specifying locations of various entities, such as player units, enemies, monster spawn points, ladders, coins, resource nodes, weapons, save points, etc.; • Specifying the start and exit locations for one or more players; • Adding aesthetic details such as level-specific
graphic textures, sounds, animation, lighting and music; • Introducing
scripted event locations, where certain actions by the player can trigger specified changes; • Placing
pathfinding nodes that
non-player characters take as they walk around, the actions they will take in response to specific triggers, and any dialog they might have with the player.
Cut scenes may be triggered by events in a level, but require distinctly different skills, and may be produced by a different person or team. The level design process may be iterated several times before achieving the desired outcome.
Design goals Level design is necessary for two primary purposes: providing players with a goal and providing players with enjoyable play experience. Good level design strives to produce quality gameplay, provide an
immersive experience, and sometimes, especially in story-based games, to advance the storyline.
Player directing Levels are generally constructed with flow control in mind; that is, directing the player towards the goal of the level and preventing confusion and idling. This can be accomplished by various means. Often the level layouts feature
power-ups and items positioned so that collecting them inevitably makes the player move in the correct direction. This is one of the basic player direction techniques and is most often seen in platformers. Lighting and illumination, as well as distinctly-coloured objects, are often used to unambiguously guide the player towards the correct path. Similarly, clearly marked choke-points can be introduced. Yellow paint is often used in modern games to guide the player in the right direction, though
this approach is commonly criticised due to its unsubtlety. Another method is strategic placement of obstacles and aesthetic environment props that direct the player's attention to "clear" paths instead. This is often used in closed, "stuffed" environments. Levels may be designed to force the players to explore the map and advance. Most Real-Time Strategy maps give each player a starting base, but will have resource distribution and terrain features designed to draw players out of their base and engage each other. Teamplay maps can provide noticeable advantages to one team over another, when designed poorly.
Level streaming Commonly on older hardware, most games would load a single level and all of its assets at one time, and when the player completed the level, the next level would be loaded. The player would be presented with a
loading screen while the game loaded level information from storage. With more advanced computing hardware with faster
input/output data transfer rates, such as optical drives,
hard disk drives (HDDs),
solid-state drives (SSDs), and larger amounts of memory, game developers have been able to take advantage of continuously loading new level assetsmodels, textures, and audiointo the computer or console's memory as the player approaches the edge of one level and the start of a new one. This can effectively make the transition from one level to another level appear to be seamless and avoid the use of loading screens. This is known as level streaming or in-game streaming, and is often used for
open world games to give the perception of a fully-interconnected space. There are often tricks used to give the computer hardware sufficient time to load the assets for the next area. The player's speed may be reduced, while story cues are presented to draw the player's attention. The player may be required to enter areas in which their view of the world is plausibly restricted, sometimes referred to as "loading tunnels". With newer consoles, such as the
PlayStation 5 and
Xbox Series X and Series S, special SSD arrays alongside software libraries that have a total high data throughput can eliminate the need for any loading tunnels in a seamless world game. ==Level designer==