Level design techniques

This is not an exhaustive list, but includes some common techniques used in level design.

Signposting

Signposting is using literal instructions, visual or audio clues, character dialog or narrative, or other signals to direct the player through a level.

 Zelda sign
Image source: https://www.eurogamer.net/articles/2019-09-20-zelda-links-awakening-walkthrough-guide-6812?page=22

Gating

Gating is restricting areas of a level, requiring players to find literal or figurative keys to open doors.

Ice Key
Image source: https://banjotooie.fandom.com/wiki/Ice_key

Risk vs reward

Risk vs reward is a scenario where a reward or goal is placed in a dangerous area of a level. The player must evaluate the value of the reward vs the danger of the risk.

Blood Gultch
Image source: https://en.wikipedia.org/wiki/Blood_Gulch

Safe zone

The safe zone technique gives a player a safe area to move in and out of as they navigate a level.

space invaders
Image source: https://www.smithsonianmag.com/science-nature/original-space-invaders-icon-1970s-America-180969393/

Foreshadowing

Foreshadowing is revealing future rewards or challenges to the player before they reach them in the level.

outer wilds
Image source: https://innuendostudios.tumblr.com/post/617963920366452736/thoughts-on-outer-wilds

Branching and bottle necking

Branching is giving a player multiple options to complete a challenge, avoid an obstacle, collect a reward or reach a goal.

Related to branching, bottle necking is when the possible paths coverge on one area or challenge.

bottle necking
Image source: https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/

Layering

Layering is when two or more previously introduced game mechanics are present in one level or scene.

mega man
Image source: http://www.honestgamers.com/guides/mega-man-x/8/read/97.html