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:
- Put a noun and verb into slots to maintain an effect while the sentence exists.
- Use
NOUN + VERB + NOUNto transform one class of object into another. - Rotate an object so it becomes both a door and a traversal tool.
Auxiliary mechanics¶
Optional supports: player movement, pickups, interactable objects, camera zones, memory palace review, 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 interaction or rune pickup.
- 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:
- Rune authoring — configure data assets, slots, calculators, and runeable 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 Rune Showcase — open Content/Levels/Rune Showcase, 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¶
- 2026-05-23 — 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.