Author Game Levels Treat architecture as gameplay communication. Every route, arena, gate, prop, and light must help the player read movement, threats, objectives, or state. Enforce one gameplay plane Keep all collision, navigation, encounter routes, objectives, pickups, and player movement on one accessible plane. - Do not add stairs, ramps, raised platforms, drop-offs, cliffs, bridges, ledges, pits, or vertical traversal. - Do not change gameplay elevation for shortcuts, arenas, hazards, rewards, or visual variety. - If visual height is requested later, keep it non-walkable background dress…