PROCESS
Explore the process behind my level design — the thinking, techniques, and details.
1.
UNDERSTANDING THE BRIEF
Before putting forward a methodology, It's important for me to understand the task, the brief and requirements of the project. As a level design specialist my first step is to discern what type of critical thinking skills are required to achieve the why. Sometimes a mix of skills is most effective.
STRUCTURED APPROACH
CONTEXTUAL APPROACH


A typical example for a structured approach, would be Mario or Zelda. In this approach, I am primarily utilising narrative structures, emphasising level pacing, gameplay and abstract design skills to create world class gameplay content. This method is particularly brilliant for designing gameplay beats and mission flow rather than space and world.
A typical example for a contextual approach, would be Cyberpunk 2077 or Baldur's Gate. In this approach, I'm leveraging a context first approach, utilising narrative hierarchy to create believable, meaningful, and fun gameplay spaces that emphasise attention to detail and facilitate a living, breathing world that makes no compromise for immersion.
2.
LEVERAGING DESIGN
After understanding the brief. I'm able to leverage design principles and methodologies to put my approach into action.
PACING
In a structured approach, I'm emphasising gameplay beats, pace and fun. Am I trying to teach the player a mechanic? To do this I might follow a narrative structure such as Kishōtenketsu or the Three-Act-Structure.

Kishōtenketsu
A level built through introduction, development, a surprising twist, and conclusion — creating engagement through contrast and variation rather than direct conflict. Often associated with Nintendo design philosophy.

Three Act Structure
A level framed by setup, rising conflict, and resolution — introducing mechanics, escalating challenge, and concluding with a peak moment or release.

Thematic throughline / Design Pillars
A level or area anchored by a core theme that unifies its mechanics, spaces, and atmosphere into a cohesive experience.
CONTEXT
In a contextual approach, I'm emphasising space, believability and context. I create the right affordances, use salience and readability guide the player, I make sure the space is immersive and meaningful whilst facilitating excellent gameplay.


Stakeholder Driven Design
Spaces created from the perspective of their occupants — every element reflects the priorities, needs, and logic of those who live there.

Resource and Strategy
The world dictates the logic of the space: its inhabitants build, adapt, and defend according to their intelligence, resources, and goals, making each location feel authentic within the larger setting.

Research
Form follows function: real or fantasy world principles, architectural logic, and environmental research ground the design in believability, ensuring no space feels arbitrary or purposeless.

Affordance and Readability
Visual language and spatial design must communicate clearly — every door, path, or barrier should signal its purpose and support the player’s understanding without breaking immersion.
3.
PLAN OF ACTION
With my design toolset ready, I'm able to plan and execute steps which enable me to deliver world class game content that fits the why

1.
Brainstorming
My first step is to get general ideas out on paper. In this scenario I'm taking the brief and desired approach and, applying those design skills by thinking critically.
STRUCTURED APPROACH
In a structured approach I might focus on things such as gameplay theme, desired duration, difficulty. My primary focus is on how gameplay comes together in the level.
An example might be a Zelda dungeon themed around the slingshot, in what ways can I combine mechanics, how am I going to structure the gameplay beats and teach the mechanic to fit the overall design goals of the game?
CONTEXTUAL APPROACH
In a contextual approach, I want to start brainstorming information about the level stakeholders, what sort of rooms I might require and thinking in broad strokes about the logic of the space and the world it inhabits.
An example might be a goblin lair in an abandoned fantasy warehouse. Who is the leader of the goblins, what are the stakeholders doing here? How does a fantasy warehouse function and what rooms does it require? What resources do the goblins have to shape the space into their activities.

2.
Research and Reference
My next step is to gather research and reference. It's important to both gain inspiration from others and gain complex understanding of the spaces and gameplay I am trying to build.
STRUCTURED APPROACH
In a structured approach I will focus on researching gameplay and space. I can look at other games, other spaces and gather a comprehensive understanding of the task so that I'm an expert on the theme and the why of the level.
An example might be a puzzle level. I might research other puzzle games and how they structure their mechanics, how they communicate to the player using visual language. I can take inspiration improve my working memory/expertise on puzzle design for this task/level.
CONTEXTUAL APPROACH
In a contextual approach, I want lots of visual references to the rooms I am building and information on form meeting function. It's important to have a visual reference and understand the space before attempting to create something believable and immersive.
An example could be a sci-fi nightclub. How does a nightclub function? What rooms does it require? What are some examples of room layouts in the current world? Is there any examples of nightclubs in other games or the real world that fit the purpose of the brief?

3.
Bubble and Flow Diagrams
After gathering research, I can take a moment to re-brainstorm and consolidate my ideas for the level. Once I'm comfortable with the ideas on the page, it's important for me to draw a flow diagram for gameplay and, a bubble diagram which illustrates the rough layout and connectivity of the space.

4.
Primitive 2D Diagram
Now that I have a rough layout and understanding of how the mission will flow. I'm able to draw a primitive 2D diagram which will enable me to iterate and elaborate on the complexity of the space, whilst reducing blank-canvas-syndrome and the uncertainty of having a blank page.

5.
Complex 2D Diagram
Once I have reviewed my primitive level and I'm happy with it. I will expand on the diagram to include further details and to better illustrate the 3D space. This lays the groundwork for future 3D work and ensures a strong, cohesive starting point which will enable the process to be extremely efficient. It also helps to catch any obvious mistakes or issues with the level early on, which strengthens the iterative nature of the level design work.

6.
Primitive 3D White Box
Using the 2D diagram and my research as a reference point, I can now begin prototyping the basic layout of the level in the game space. Making sure that the level stays primitive allows me to quickly iterate and reduce the task into a smaller more manageable start point which will build the foundation for more complex iterative work. At this stage I'm also able to easily get a feel for the gameplay beats and the overall look and feel of the space adjusting anything that I feel needs to be changed.

7.
Complex 3D White Box
In this stage the level should come together as a fully fledged prototype. I can start increasing the complexity of the white box slowly and build the foundations of an immersive contextual space, or a level with refined clear gameplay where someone can clearly see the vision and the final product, using the prototype as a reference.

8.
Collaboration, Polish and further Production
Once the white box is complete, iterated on and everyone involved is happy. We are able to work even more closely with other departments such as art to take the level into a fully presentable, polished product bringing the level closer to finished and hopefully having a piece of content that players will love.