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World and levels › Level design

Pacing: tension and rest

Know first: Layout: loops, forks and dead ends

This lesson is about the rhythm of a level: when the player fights and when they catch their breath, when something new appears and when they can look around. We’ll split a level into beats and draw its intensity as a graph. Then we’ll go through the rules of thumb designers use, the ways they break them, and a game that sets its own pace while you play. In the demo you’ll compare threats that never stop with the director of Left 4 Dead, which brings them in waves.

Why this matters

A level can have good rooms, good fights and a clear path, and still feel wrong. Fight follows fight until the player stops caring, or long empty walks make them check the clock.

The Level Design Book, a free online handbook of level design, defines pacing as the order and rhythm of activities and events in a level. One of the questions a pacing plan has to answer is about intensity: when should the player pay more attention, and when do they rest and recover?

Further in the article

  1. A song isn’t loud all the way
  2. Beats and set pieces
  3. Intensity as a graph
  4. Rules of thumb
  5. A level that paces itself
  6. Pacing without a script
  7. Writing the plan down
  8. Where it breaks
  9. Connections: the same idea in other fields
  10. Sources and further reading
  11. Key points
  12. Test yourself