Level design template¶
Use this template when proposing or documenting a puzzle space. It is intentionally short so designers can duplicate it into a new note and fill it out quickly.
Summary¶
- Level name:
- Owner:
- Status: pitch / blockout / playable / review / locked
- Primary lesson:
- Required runes:
- Estimated playtime:
Goal¶
What must the player accomplish? State the goal in player-facing terms, not implementation terms.
Core mechanic¶
The main sentence or rune relationship the puzzle teaches or tests.
Examples:
- Activate a Verb and a Noun (either order) so the command orb changes every matching object it reaches.
- Repair a broken object before Open can act on it.
- Rotate an object so it becomes both a door and a traversal tool.
Auxiliary mechanics¶
Optional supports: player movement, world-rune discovery, interactable objects, camera zones, Mind Drawing, or environmental reactions.
Deceptive element¶
What is the tempting wrong answer or incomplete answer? Good deception should teach a distinction, not punish the player arbitrarily.
Walkthrough beats¶
- Arrival and observation.
- First world-rune activation or drawn-rune match.
- First attempted sentence.
- Environment response.
- Twist or second application.
- Completion state and reward.
Success criteria¶
- The player can understand what changed.
- The intended solution uses rune logic, not manual object handling.
- The puzzle introduces at most one major new concept.
- The puzzle remains readable with minimal UI text.
Handoff checklist¶
- Required runes listed.
- Required Blueprint actors / authored objects listed.
- Camera zones or showcase beats listed.
- Failure feedback described.
- Open questions captured before engineering implementation.
After design sign-off — engineering next steps¶
When the checklist above is complete, hand off to implementation in this order:
- Making runes — rune data, world runes, drawn patterns, and rune-responsive objects in the level.
- Adding a rune — step-by-step recipe for new noun/verb data assets.
- Debug toggles — in-editor test keys for verifying behavior.
- Verify in PIE — open Content/2ndPlayable/LV_2ndPlayable or your personal playground, Play In Editor (PIE), and confirm the puzzle loop works before requesting review.
New to the Unreal editor? Read Unreal Editor 101 first.
Change history¶
- 2026-09-17 — Gabriel Li — Core-mechanic examples use Verb + Noun commands; engineering handoff links Making runes and the default playable map.
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2026-09-05 — Gabriel Li — Updated to the shipped hybrid Content structure (PR #19): PreProShowcase sandbox under
Content/Rephrased/Levels/Prepro/, Art/Gameplay/Levels layout, Imports isolation,Content/Developers/<Discipline>/<Name>/scratch space. -
2026-05-23 — Gabriel Li — Handoff verify step uses Rune Showcase path; PIE spelled out.
- 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.