template: id: level-design-doc-template-v2 name: Level Design Document version: 2.1 output: format: markdown filename: docs/level-design-document.md title: "{{game_title}} Level Design Document" workflow: mode: interactive sections: - id: initial-setup instruction: | This template creates comprehensive level design documentation that guides both content creation and technical implementation. This document should provide enough detail for developers to create level loading systems and for designers to create specific levels. If available, review: Game Design Document (GDD), Game Architecture Document. This document should align with the game mechanics and technical systems defined in those documents. - id: introduction title: Introduction instruction: Establish the purpose and scope of level design for this game content: | This document defines the level design framework for {{game_title}}, providing guidelines for creating engaging, balanced levels that support the core gameplay mechanics defined in the Game Design Document. This framework ensures consistency across all levels while providing flexibility for creative level design within established technical and design constraints. sections: - id: change-log title: Change Log instruction: Track document versions and changes type: table template: | | Date | Version | Description | Author | | :--- | :------ | :---------- | :----- | - id: level-design-philosophy title: Level Design Philosophy instruction: Establish the overall approach to level design based on the game's core pillars and mechanics. Apply `tasks#advanced-elicitation` after presenting this section. sections: - id: design-principles title: Design Principles instruction: Define 3-5 core principles that guide all level design decisions type: numbered-list template: | **{{principle_name}}** - {{description}} - id: player-experience-goals title: Player Experience Goals instruction: Define what players should feel and learn in each level category template: | **Tutorial Levels:** {{experience_description}} **Standard Levels:** {{experience_description}} **Challenge Levels:** {{experience_description}} **Boss Levels:** {{experience_description}} - id: level-flow-framework title: Level Flow Framework instruction: Define the standard structure for level progression template: | **Introduction Phase:** {{duration}} - {{purpose}} **Development Phase:** {{duration}} - {{purpose}} **Climax Phase:** {{duration}} - {{purpose}} **Resolution Phase:** {{duration}} - {{purpose}} - id: level-categories title: Level Categories instruction: Define different types of levels based on the GDD requirements. Each category should be specific enough for implementation. repeatable: true sections: - id: level-category title: "{{category_name}} Levels" template: | **Purpose:** {{gameplay_purpose}} **Target Duration:** {{min_time}} - {{max_time}} minutes **Difficulty Range:** {{difficulty_scale}} **Key Mechanics Featured:** - {{mechanic_1}} - {{usage_description}} - {{mechanic_2}} - {{usage_description}} **Player Objectives:** - Primary: {{primary_objective}} - Secondary: {{secondary_objective}} - Hidden: {{secret_objective}} **Success Criteria:** - {{completion_requirement_1}} - {{completion_requirement_2}} **Technical Requirements:** - Maximum entities: {{entity_limit}} - Performance target: {{fps_target}} FPS - Memory budget: {{memory_limit}}MB - Asset requirements: {{asset_needs}} - id: level-progression-system title: Level Progression System instruction: Define how players move through levels and how difficulty scales sections: - id: world-structure title: World Structure instruction: Based on GDD requirements, define the overall level organization template: | **Organization Type:** {{linear|hub_world|open_world}} **Total Level Count:** {{number}} **World Breakdown:** - World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}} - World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}} - World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}} - id: difficulty-progression title: Difficulty Progression instruction: Define how challenge increases across the game sections: - id: progression-curve title: Progression Curve type: code language: text template: | Difficulty ^ ___/``` | / | / ___/``` | / / | / / |/ / +-----------> Level Number Tutorial Early Mid Late - id: scaling-parameters title: Scaling Parameters type: bullet-list template: | - Enemy count: {{start_count}} → {{end_count}} - Enemy difficulty: {{start_diff}} → {{end_diff}} - Level complexity: {{start_complex}} → {{end_complex}} - Time pressure: {{start_time}} → {{end_time}} - id: unlock-requirements title: Unlock Requirements instruction: Define how players access new levels template: | **Progression Gates:** - Linear progression: Complete previous level - Star requirements: {{star_count}} stars to unlock - Skill gates: Demonstrate {{skill_requirement}} - Optional content: {{unlock_condition}} - id: level-design-components title: Level Design Components instruction: Define the building blocks used to create levels sections: - id: environmental-elements title: Environmental Elements instruction: Define all environmental components that can be used in levels template: | **Terrain Types:** - {{terrain_1}}: {{properties_and_usage}} - {{terrain_2}}: {{properties_and_usage}} **Interactive Objects:** - {{object_1}}: {{behavior_and_purpose}} - {{object_2}}: {{behavior_and_purpose}} **Hazards and Obstacles:** - {{hazard_1}}: {{damage_and_behavior}} - {{hazard_2}}: {{damage_and_behavior}} - id: collectibles-rewards title: Collectibles and Rewards instruction: Define all collectible items and their placement rules template: | **Collectible Types:** - {{collectible_1}}: {{value_and_purpose}} - {{collectible_2}}: {{value_and_purpose}} **Placement Guidelines:** - Mandatory collectibles: {{placement_rules}} - Optional collectibles: {{placement_rules}} - Secret collectibles: {{placement_rules}} **Reward Distribution:** - Easy to find: {{percentage}}% - Moderate challenge: {{percentage}}% - High skill required: {{percentage}}% - id: enemy-placement-framework title: Enemy Placement Framework instruction: Define how enemies should be placed and balanced in levels template: | **Enemy Categories:** - {{enemy_type_1}}: {{behavior_and_usage}} - {{enemy_type_2}}: {{behavior_and_usage}} **Placement Principles:** - Introduction encounters: {{guideline}} - Standard encounters: {{guideline}} - Challenge encounters: {{guideline}} **Difficulty Scaling:** - Enemy count progression: {{scaling_rule}} - Enemy type introduction: {{pacing_rule}} - Encounter complexity: {{complexity_rule}} - id: level-creation-guidelines title: Level Creation Guidelines instruction: Provide specific guidelines for creating individual levels sections: - id: level-layout-principles title: Level Layout Principles template: | **Spatial Design:** - Grid size: {{grid_dimensions}} - Minimum path width: {{width_units}} - Maximum vertical distance: {{height_units}} - Safe zones placement: {{safety_guidelines}} **Navigation Design:** - Clear path indication: {{visual_cues}} - Landmark placement: {{landmark_rules}} - Dead end avoidance: {{dead_end_policy}} - Multiple path options: {{branching_rules}} - id: pacing-and-flow title: Pacing and Flow instruction: Define how to control the rhythm and pace of gameplay within levels template: | **Action Sequences:** - High intensity duration: {{max_duration}} - Rest period requirement: {{min_rest_time}} - Intensity variation: {{pacing_pattern}} **Learning Sequences:** - New mechanic introduction: {{teaching_method}} - Practice opportunity: {{practice_duration}} - Skill application: {{application_context}} - id: challenge-design title: Challenge Design instruction: Define how to create appropriate challenges for each level type template: | **Challenge Types:** - Execution challenges: {{skill_requirements}} - Puzzle challenges: {{complexity_guidelines}} - Time challenges: {{time_pressure_rules}} - Resource challenges: {{resource_management}} **Difficulty Calibration:** - Skill check frequency: {{frequency_guidelines}} - Failure recovery: {{retry_mechanics}} - Hint system integration: {{help_system}} - id: technical-implementation title: Technical Implementation instruction: Define technical requirements for level implementation sections: - id: level-data-structure title: Level Data Structure instruction: Define how level data should be structured for implementation template: | **Level File Format:** - Data format: {{json|yaml|custom}} - File naming: `level_{{world}}_{{number}}.{{extension}}` - Data organization: {{structure_description}} sections: - id: required-data-fields title: Required Data Fields type: code language: json template: | { "levelId": "{{unique_identifier}}", "worldId": "{{world_identifier}}", "difficulty": {{difficulty_value}}, "targetTime": {{completion_time_seconds}}, "objectives": { "primary": "{{primary_objective}}", "secondary": ["{{secondary_objectives}}"], "hidden": ["{{secret_objectives}}"] }, "layout": { "width": {{grid_width}}, "height": {{grid_height}}, "tilemap": "{{tilemap_reference}}" }, "entities": [ { "type": "{{entity_type}}", "position": {"x": {{x}}, "y": {{y}}}, "properties": {{entity_properties}} } ] } - id: asset-integration title: Asset Integration instruction: Define how level assets are organized and loaded template: | **Tilemap Requirements:** - Tile size: {{tile_dimensions}}px - Tileset organization: {{tileset_structure}} - Layer organization: {{layer_system}} - Collision data: {{collision_format}} **Audio Integration:** - Background music: {{music_requirements}} - Ambient sounds: {{ambient_system}} - Dynamic audio: {{dynamic_audio_rules}} - id: performance-optimization title: Performance Optimization instruction: Define performance requirements for level systems template: | **Entity Limits:** - Maximum active entities: {{entity_limit}} - Maximum particles: {{particle_limit}} - Maximum audio sources: {{audio_limit}} **Memory Management:** - Texture memory budget: {{texture_memory}}MB - Audio memory budget: {{audio_memory}}MB - Level loading time: <{{load_time}}s **Culling and LOD:** - Off-screen culling: {{culling_distance}} - Level-of-detail rules: {{lod_system}} - Asset streaming: {{streaming_requirements}} - id: level-testing-framework title: Level Testing Framework instruction: Define how levels should be tested and validated sections: - id: automated-testing title: Automated Testing template: | **Performance Testing:** - Frame rate validation: Maintain {{fps_target}} FPS - Memory usage monitoring: Stay under {{memory_limit}}MB - Loading time verification: Complete in <{{load_time}}s **Gameplay Testing:** - Completion path validation: All objectives achievable - Collectible accessibility: All items reachable - Softlock prevention: No unwinnable states - id: manual-testing-protocol title: Manual Testing Protocol sections: - id: playtesting-checklist title: Playtesting Checklist type: checklist items: - Level completes within target time range - All mechanics function correctly - Difficulty feels appropriate for level category - Player guidance is clear and effective - No exploits or sequence breaks (unless intended) - id: player-experience-testing title: Player Experience Testing type: checklist items: - Tutorial levels teach effectively - Challenge feels fair and rewarding - Flow and pacing maintain engagement - Audio and visual feedback support gameplay - id: balance-validation title: Balance Validation template: | **Metrics Collection:** - Completion rate: Target {{completion_percentage}}% - Average completion time: {{target_time}} ± {{variance}} - Death count per level: <{{max_deaths}} - Collectible discovery rate: {{discovery_percentage}}% **Iteration Guidelines:** - Adjustment criteria: {{criteria_for_changes}} - Testing sample size: {{minimum_testers}} - Validation period: {{testing_duration}} - id: content-creation-pipeline title: Content Creation Pipeline instruction: Define the workflow for creating new levels sections: - id: design-phase title: Design Phase template: | **Concept Development:** 1. Define level purpose and goals 2. Create rough layout sketch 3. Identify key mechanics and challenges 4. Estimate difficulty and duration **Documentation Requirements:** - Level design brief - Layout diagrams - Mechanic integration notes - Asset requirement list - id: implementation-phase title: Implementation Phase template: | **Technical Implementation:** 1. Create level data file 2. Build tilemap and layout 3. Place entities and objects 4. Configure level logic and triggers 5. Integrate audio and visual effects **Quality Assurance:** 1. Automated testing execution 2. Internal playtesting 3. Performance validation 4. Bug fixing and polish - id: integration-phase title: Integration Phase template: | **Game Integration:** 1. Level progression integration 2. Save system compatibility 3. Analytics integration 4. Achievement system integration **Final Validation:** 1. Full game context testing 2. Performance regression testing 3. Platform compatibility verification 4. Final approval and release - id: success-metrics title: Success Metrics instruction: Define how to measure level design success sections: - id: player-engagement title: Player Engagement type: bullet-list template: | - Level completion rate: {{target_rate}}% - Replay rate: {{replay_target}}% - Time spent per level: {{engagement_time}} - Player satisfaction scores: {{satisfaction_target}}/10 - id: technical-performance title: Technical Performance type: bullet-list template: | - Frame rate consistency: {{fps_consistency}}% - Loading time compliance: {{load_compliance}}% - Memory usage efficiency: {{memory_efficiency}}% - Crash rate: <{{crash_threshold}}% - id: design-quality title: Design Quality type: bullet-list template: | - Difficulty curve adherence: {{curve_accuracy}} - Mechanic integration effectiveness: {{integration_score}} - Player guidance clarity: {{guidance_score}} - Content accessibility: {{accessibility_rate}}%