Level design

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Wave 4 or wave 9?

In Kai and Remy's first Hyper Shards, every wave was the same recipe: aliens appeared at random spots, a few more each time. Testers could not tell wave 4 from wave 9, and nothing they learned in one wave mattered in the next.

A level is one designed stretch of play: a Garden Defense map, or a Hyper Shards wave with its aliens, places and timings. Level design is choosing all of that on purpose, so every level has a job.

Teach, test, twist

Nintendo's Koichi Hayashida, director of Super Mario 3D Land (2011), has compared a level to a four-panel comic, a Japanese story shape called kishotenketsu. Each level is built around one idea:

The Tutorials and menus lesson uses this pattern for a game's first minute. Good games repeat it in every level.

Quick check

Remy adds a new alien, the splitter, which breaks into two small aliens when hit. Which wave plan follows teach, test, twist?

  1. One slow splitter alone, then splitters with a few bullets, then splitters mixed with divers
  2. Twenty splitters and the boss in the first ten seconds
  3. Splitters only in the final wave, mixed with every other alien at once
Show the answer

One slow splitter alone, then splitters with a few bullets, then splitters mixed with divers

The first plan introduces the splitter safely, tests it, then combines it with an alien players already know. The other two throw the new idea at players before they have had a chance to understand it.

Pacing: peaks and valleys

Pacing is how intense a level feels from moment to moment. Players need tension (danger, speed, lots to watch) and rest (a calm moment to breathe and collect shards). Nonstop action is tiring, and long quiet stretches are boring.

Valve's co-op game Left 4 Dead (2008) does this in code. Its "AI Director" estimates how intense things feel for each player, builds the danger up to a peak, then holds back the big threats for a relax period of 30 to 45 seconds. Designers draw this as an intensity curve: peaks and valleys, not a flat line.

Bolt says: Inside one level, the intensity goes up and down. Across the whole game, the difficulty climbs slowly, and the Balancing with numbers lesson covers that curve.

Guiding the eye

Level designers decide where players look, without writing anything:

Quick check

To help players find Garden Defense's plant spots, the best idea is to make every tile on the map as bright and colourful as possible.

Show the answer

False

When everything is bright, nothing stands out. Calm grass with a few glowing plant spots tells the eye exactly where to go.

Greybox it first

Before any art, designers build a level out of plain shapes. This is a greybox, also called a blockout: the grey box idea from the Game design lesson, used for one map or wave.

For a new Garden Defense map, grey squares are the path, green squares are plant spots and a circle is Sprig. Moving a square takes seconds. Moving a finished, painted path takes hours. So the team plays the greybox, fixes the layout, and only then asks for art.

A Hyper Shards wave is just data: when each alien arrives, which kind, and where.

Read the wave

wave7.json
// [seconds, alien, where][  [0,  "shield", "centre"],  [5,  "shield", "left"],  [6,  "shield", "right"],  [12, "diver",  "left"],  [12, "diver",  "right"],  [14, "shield", "centre"],  [15, "diver",  "left"],  [16, "boss",   "centre"]]

Testers say wave 7 wears them out: they reach the boss low on health, with no moment to breathe. Which change fixes the pacing?

  1. Move the boss to 30 seconds, with a few slow shards to collect before it
  2. Add two more divers at 16 seconds
  3. Start every alien at 0 seconds so the wave ends sooner
  4. Bring the boss in earlier, at 10 seconds
Show the answer

Move the boss to 30 seconds, with a few slow shards to collect before it

Line 10 brings the boss one second after the busiest moment, so there is no valley before the peak. A calm gap with shards to collect lets players recover, and it makes the boss feel like a big moment.

A Garden Defense map

Map 5 teaches a new idea: two paths. In the greybox, the left path is short and the right one is long and winding. Pests on the long path give players time, and the short path is the danger. Near the end, both paths join just before Sprig, so one strong plant at the join can guard both. That spot is a reward for players who read the map.

Then the team playtests the greybox and watches where players look first, where they plant and where they get stuck. The Playtesting lesson shows how to watch without helping.

A level checklist

Bolt says: Levels give players things to do. Next lesson: story and dialogue, which give them a reason to do it.

Fact-checked 9 October 2026