DESCRIPTION

1. Open World vs Linear vs Hub-based

  • Open World: Skyrim, Breath of the Wild – freedom to explore.

  • Linear: Final Fantasy XIII – strong narrative direction.

  • Hub-Based: Dark Souls, Monster Hunter – interconnected zones.

  • Decide early on how players will move through the world.

2. Level Flow & Player Guidance

  • Use visual language: landmarks, lighting, paths to guide without UI.

  • Breadcrumbing: Place interesting objects or encounters that subtly lead players in the right direction.

  • Mix tight areas (dungeons, towns) with open exploration zones to vary pacing.

3. Modular Design

  • Build modular kits in Blender (walls, floors, arches, rocks) for faster iteration.

  • Unity’s ProBuilder can also help in greyboxing your levels quickly.

4. Narrative Integration

  • Worldbuilding through level design: environmental storytelling (e.g. ruins, battlefields, old notes).

  • Design quests that tie into the level organically, not just fetch 10 wolves.

5. Combat & Encounter Design

  • Use level geometry to make encounters dynamic: choke points, cover, verticality.

  • Space enemies intelligently: ambushes, arena fights, roaming patrols.

6. Puzzles & Exploration

  • Include hidden areas, locked doors, or lore-rich objects to reward exploration.

  • Layer puzzles with tools or abilities unlocked later (Metroidvania-style).

7. Progression & Economy

  • Place loot, XP, and rewards carefully to balance challenge vs reward.

  • Use environmental cues (like blood trails, glowing chests) to draw attention to rewards.

8. Testing & Iteration

  • Playtest early and often.

  • Observe where players get lost or bored.

  • Block out the level first (greyboxing), then refine visuals.

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RPG Level Design 3D model

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