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World and levels › Level design

Layout: loops, forks and dead ends

Know first: Wayfinding: how players find the way, Blockout: a world of boxes

This lesson is about the shape of a level seen from above. It covers the main path and the side paths, loops that bring the player back to a familiar place, forks that offer a choice, and dead ends that hold a reward. We’ll go through common patterns, see what each one costs in walking, and learn to draw a plan on paper before building. In the demo you’ll open a loop and a shortcut in a small dungeon and count the meters a player walks twice.

Why this matters

Inside a level, the player sees a few rooms at a time. The designer can see it from above, and from above many problems show early. A corridor that leads nowhere sends the player back through rooms they cleared a minute ago. One long line leaves no choice at all. A tangle of equal passages turns the level into a maze where nobody knows where to go.

The Level Design Book, a free online handbook of level design, uses the word layout in two senses. It is the structure of a level, as in “the layout was so confusing I didn’t know where to go”. It is also the drawing made from above to plan that structure. The drawing is where mistakes are cheapest: a line on paper moves in a second, a built room doesn’t. But the handbook adds a warning that runs through this lesson: the player never plays your drawing.

Further in the article

  1. A museum from above
  2. The main path and the side paths
  3. Loops: back to a familiar place
  4. Forks: a choice the player can read
  5. Dead ends that pay
  6. Common patterns
  7. Drawing the plan
  8. When a plan doesn’t help
  9. Where it breaks
  10. Connections: the same idea in other fields
  11. Sources and further reading
  12. Key points
  13. Test yourself