level-design

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Level, wave, and arena design patterns from the canon (Nintendo's kishōtenketsu, Scott Rogers' Disneyland weenies, Celeste's room design, Valve's experiential density) — structure, pacing, teaching through geometry, guiding the eye, wave grammar for endless games. Use when designing or generating levels, waves, arenas, or difficulty progression: 'design levels for my platformer', 'the level feels empty/confusing', 'players don't know where to go', 'make better waves', 'how should difficulty ramp', 'add more levels'.

kyh By kyh schedule Updated 6/11/2026

name: level-design description: "Level, wave, and arena design patterns from the canon (Nintendo's kishōtenketsu, Scott Rogers' Disneyland weenies, Celeste's room design, Valve's experiential density) — structure, pacing, teaching through geometry, guiding the eye, wave grammar for endless games. Use when designing or generating levels, waves, arenas, or difficulty progression: 'design levels for my platformer', 'the level feels empty/confusing', 'players don't know where to go', 'make better waves', 'how should difficulty ramp', 'add more levels'."

Level design

Levels are authored arguments: each one teaches an idea, tests it, twists it, and concludes. These patterns apply equally to hand-built tilemaps and code-generated levels — generators should emit the same grammar.

Core rules

  • Four beats per level (kishōtenketsu — Hayashida, Super Mario 3D World): introduce the mechanic safely → develop with real stakes → twist (one variable flipped) → conclude with a capstone. One mechanic per level.
  • The level is the tutorial. First exposure to anything new cannot kill: show the crusher cycling over a pit you can't fall into. Never explain in text what geometry can teach (Hayashida; Thorson).
  • Pull with eyes, not arrows (the weenie — Rogers, via Disneyland): the goal or its marker visible from afar; leading lines (platform edges, coin trails) aimed along the critical path; one saturated accent color reserved for interactables; motion for anything that must not be missed.
  • Experiential density (Valve's Half-Life cabal): a stimulus — enemy, pickup, set piece — every few seconds of distance traveled, never timers. Audit generated levels for dead stretches >3–4s of travel.
  • Deaths are the player's fault: telegraph every threat (wind-up, audio cue, flash) and leave a readable escape. Surprise kills make players blame the game and quit (Valve).
  • Sawtooth difficulty: rise ~4–5 levels/waves, drop deliberately, rise from a higher floor. Every 4th–5th level is a victory lap remixing known elements. Rest stops (hazard-free screen, checkpoint, secret) after peaks.
  • Short rooms, instant retry for execution challenges: death costs <2s, respawn at room entry, no fade (Celeste).
  • Two routes per room where possible: safe-slow vs risky-fast with a reward on the risky one (Thorson). Asymmetric layouts — mirror-symmetric rooms read artificial.
  • Secrets reward attention, not pixel-hunting: signal with an anomaly — off-pattern tile, coin pointing into a wall.
  • Cut, don't patch: a room that's still broken after 2 iterations gets deleted (Thorson; Valve).

Build procedure (level set)

  1. List verbs (jump, dash, shoot) and hazard primitives. Each verb × hazard twist = a level seed. Order easy → hard.
  2. Level N teaches seed N using only seeds 1..N-1 as support. Plan the sawtooth.
  3. Build each level in the four beats: (a) safe demo, can't kill; (b) first real test; (c) twist — same mechanic, one variable flipped (bounce pads on walls; the chaser now phases through walls); (d) capstone: seed + 1–2 old mechanics, densest moment, right before the exit.
  4. Place the weenie first, decorate second. Breadcrumb pickups along the critical path.
  5. Add the risky/safe fork and one signaled secret per level.
  6. Audit density (no dead stretches) and failure attribution (every kill source telegraphed + escapable).
  7. Playtest mechanically: log time-per-room and death positions (a death heatmap spike = a telegraphing failure, not "players are bad"). Self-test at max speed and min skill.
  8. Optional difficulty last, Celeste-style layers: collectible on the risky route per level, then a "B-side" hard remix reusing the same tilemap with extra hazards — big replay value, near-zero new assets.

Waves & arenas (endless / horde / score-attack)

  • Wave grammar: build → peak → breather. 3–5 escalating waves, a spike (ambush/boss), then a breather (shop, low pressure). Repeat from higher.
  • Debut enemies kishōtenketsu-style: new type appears alone in a quiet wave → paired with basics → in a surprising configuration → folded into the standard mix.
  • Spawn timing is the knob: the same 10 enemies are a wall (all at once — demands AoE/prioritization) or a stream (staggered — demands stamina). Vary the pattern per wave (wall / stream / pincer), not just the count.
  • Endless ramp: difficulty = sqrt(frames * 0.0001) + 1 is a proven starting curve for ~3-minute runs (Kenta Cho / ABA Games) — gentle early, ~doubled by 3 min. Scale "tension" parameters (speed, count) linearly with it; scale "fairness" parameters (reaction windows, hitboxes) much more gently.
  • Arena geometry creates the tactics: an empty rectangle has one strategy (circle-kite). Each feature adds one: pillar → line-of-sight play, choke → funneling, hazard zone → area denial, open ground → breathing room. Give an arena 3–4 such features.
  • Risk/reward in waves: bonus points/drops for risky play early — fights early-game boredom in score chasers (ABA Games).

Sources

  • Hayashida on Mario's kishōtenketsu — gamedeveloper.com/design/the-secret-to-i-mario-i-level-design
  • GMTK, "Super Mario 3D World's 4 Step Level Design" — youtube.com/watch?v=dBmIkEvEBtA
  • Rogers, "Everything I Learned About Level Design I Learned from Disneyland" (GDC 2009) — youtube.com/watch?v=P4uPwhSqW8Q
  • Thorson, "Level Design Workshop: Designing Celeste" (GDC 2017) — youtube.com/watch?v=4RlpMhBKNr0
  • Valve's cabal process — gamedeveloper.com/design/the-cabal-valve-s-design-process-for-creating-i-half-life-i-
  • ABA Games, difficulty curves for small games — abagames.github.io/joys-of-small-game-development-en/difficulty/curve.html

Related skills: game-playbook (build order), onboarding (the first 30 seconds), game-balance (wave economy/scaling math), phaser (tilemaps).

Install via CLI
npx skills add https://github.com/kyh/vibedgames --skill level-design
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