Level design A level is a sequence of intentional experiences delivered through space. Good level design is a process : define the metrics movement is built on, block out geometry with primitives, play it, then dress it — never the reverse. This skill is the engine-neutral practice; use / to lay out 2D grids and gridmaps for 3D. When to use - Use to plan a level's structure: critical path, pacing, gating, encounters, and where the player learns vs is tested. - Use the blockout → test → iterate → dress workflow to build a level that plays well before any art exists. - Use to derive level metri…