12 KiB
{{Game Title}} Level Design Document
[[LLM: 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.]]
Introduction
LLM: Establish the purpose and scope of level design for this game
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.
Change Log
LLM: Track document versions and changes
| Date | Version | Description | Author |
|---|
Level Design Philosophy
[[LLM: Establish the overall approach to level design based on the game's core pillars and mechanics. Apply tasks#advanced-elicitation after presenting this section.]]
Design Principles
LLM: Define 3-5 core principles that guide all level design decisions
- {{principle_1}} - {{description}}
- {{principle_2}} - {{description}}
- {{principle_3}} - {{description}}
Player Experience Goals
LLM: Define what players should feel and learn in each level category
Tutorial Levels: {{experience_description}} Standard Levels: {{experience_description}} Challenge Levels: {{experience_description}} Boss Levels: {{experience_description}}
Level Flow Framework
LLM: Define the standard structure for level progression
Introduction Phase: {{duration}} - {{purpose}} Development Phase: {{duration}} - {{purpose}} Climax Phase: {{duration}} - {{purpose}} Resolution Phase: {{duration}} - {{purpose}}
Level Categories
<>
{{category_name}} Levels
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}}
<>
Level Progression System
LLM: Define how players move through levels and how difficulty scales
World Structure
LLM: Based on GDD requirements, define the overall level organization
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}}
Difficulty Progression
LLM: Define how challenge increases across the game
Progression Curve:
Difficulty
^ ___/```
| /
| / ___/```
| / /
| / /
|/ /
+-----------> Level Number
Tutorial Early Mid Late
Scaling Parameters:
- Enemy count: {{start_count}} → {{end_count}}
- Enemy difficulty: {{start_diff}} → {{end_diff}}
- Level complexity: {{start_complex}} → {{end_complex}}
- Time pressure: {{start_time}} → {{end_time}}
Unlock Requirements
LLM: Define how players access new levels
Progression Gates:
- Linear progression: Complete previous level
- Star requirements: {{star_count}} stars to unlock
- Skill gates: Demonstrate {{skill_requirement}}
- Optional content: {{unlock_condition}}
Level Design Components
LLM: Define the building blocks used to create levels
Environmental Elements
LLM: Define all environmental components that can be used in levels
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}}
Collectibles and Rewards
LLM: Define all collectible items and their placement rules
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}}%
Enemy Placement Framework
LLM: Define how enemies should be placed and balanced in levels
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}}
Level Creation Guidelines
LLM: Provide specific guidelines for creating individual levels
Level Layout Principles
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}}
Pacing and Flow
LLM: Define how to control the rhythm and pace of gameplay within levels
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}}
Challenge Design
LLM: Define how to create appropriate challenges for each level type
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}}
Technical Implementation
LLM: Define technical requirements for level implementation
Level Data Structure
LLM: Define how level data should be structured for implementation
Level File Format:
- Data format: {{json|yaml|custom}}
- File naming:
level_{{world}}_{{number}}.{{extension}} - Data organization: {{structure_description}}
Required Data Fields:
{
"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}}
}
]
}
Asset Integration
LLM: Define how level assets are organized and loaded
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}}
Performance Optimization
LLM: Define performance requirements for level systems
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}}
Level Testing Framework
LLM: Define how levels should be tested and validated
Automated Testing
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
Manual Testing Protocol
Playtesting Checklist:
- 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)
Player Experience Testing:
- Tutorial levels teach effectively
- Challenge feels fair and rewarding
- Flow and pacing maintain engagement
- Audio and visual feedback support gameplay
Balance Validation
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}}
Content Creation Pipeline
LLM: Define the workflow for creating new levels
Design Phase
Concept Development:
- Define level purpose and goals
- Create rough layout sketch
- Identify key mechanics and challenges
- Estimate difficulty and duration
Documentation Requirements:
- Level design brief
- Layout diagrams
- Mechanic integration notes
- Asset requirement list
Implementation Phase
Technical Implementation:
- Create level data file
- Build tilemap and layout
- Place entities and objects
- Configure level logic and triggers
- Integrate audio and visual effects
Quality Assurance:
- Automated testing execution
- Internal playtesting
- Performance validation
- Bug fixing and polish
Integration Phase
Game Integration:
- Level progression integration
- Save system compatibility
- Analytics integration
- Achievement system integration
Final Validation:
- Full game context testing
- Performance regression testing
- Platform compatibility verification
- Final approval and release
Success Metrics
LLM: Define how to measure level design success
Player Engagement:
- Level completion rate: {{target_rate}}%
- Replay rate: {{replay_target}}%
- Time spent per level: {{engagement_time}}
- Player satisfaction scores: {{satisfaction_target}}/10
Technical Performance:
- Frame rate consistency: {{fps_consistency}}%
- Loading time compliance: {{load_compliance}}%
- Memory usage efficiency: {{memory_efficiency}}%
- Crash rate: <{{crash_threshold}}%
Design Quality:
- Difficulty curve adherence: {{curve_accuracy}}
- Mechanic integration effectiveness: {{integration_score}}
- Player guidance clarity: {{guidance_score}}
- Content accessibility: {{accessibility_rate}}%