@ericrisco/rsc 0.1.35 → 0.1.37

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Files changed (81) hide show
  1. package/README.md +9 -3
  2. package/manifest.json +264 -2
  3. package/package.json +1 -1
  4. package/scripts/lib/domains.js +2 -1
  5. package/scripts/lib/recommend.js +5 -0
  6. package/skills/fable-operator/SKILL.md +170 -0
  7. package/skills/fable-operator/evals/README.md +8 -0
  8. package/skills/fable-operator/evals/cases.yaml +52 -0
  9. package/skills/game-design/SKILL.md +170 -0
  10. package/skills/game-design/evals/README.md +13 -0
  11. package/skills/game-design/evals/cases.yaml +47 -0
  12. package/skills/game-design/references/mechanics-and-loops.md +78 -0
  13. package/skills/game-design/references/playtesting-and-scope.md +58 -0
  14. package/skills/game-design/references/progression-and-economy.md +70 -0
  15. package/skills/game-storytelling/SKILL.md +159 -0
  16. package/skills/game-storytelling/evals/README.md +28 -0
  17. package/skills/game-storytelling/evals/cases.yaml +51 -0
  18. package/skills/game-storytelling/references/branching-and-state.md +134 -0
  19. package/skills/game-storytelling/references/dialogue-tools.md +117 -0
  20. package/skills/game-storytelling/references/environmental-storytelling.md +71 -0
  21. package/skills/gamedev-multiplayer/SKILL.md +250 -0
  22. package/skills/gamedev-multiplayer/evals/README.md +12 -0
  23. package/skills/gamedev-multiplayer/evals/cases.yaml +44 -0
  24. package/skills/gamedev-multiplayer/references/godot-high-level-multiplayer.md +133 -0
  25. package/skills/gamedev-multiplayer/references/prediction-and-latency.md +104 -0
  26. package/skills/gamedev-multiplayer/references/unity-and-unreal-netcode.md +166 -0
  27. package/skills/gamedev-pathing/SKILL.md +242 -0
  28. package/skills/gamedev-pathing/evals/README.md +14 -0
  29. package/skills/gamedev-pathing/evals/cases.yaml +49 -0
  30. package/skills/gamedev-pathing/references/navmesh-workflow.md +110 -0
  31. package/skills/gamedev-pathing/references/search-algorithms.md +135 -0
  32. package/skills/gamedev-pathing/references/steering-and-avoidance.md +120 -0
  33. package/skills/gamedev-physics/SKILL.md +225 -0
  34. package/skills/gamedev-physics/evals/README.md +12 -0
  35. package/skills/gamedev-physics/evals/cases.yaml +54 -0
  36. package/skills/gamedev-physics/references/character-controllers.md +120 -0
  37. package/skills/gamedev-physics/references/determinism-and-queries.md +124 -0
  38. package/skills/gamedev-physics/references/layers-and-masks.md +115 -0
  39. package/skills/gamedev-shaders/SKILL.md +252 -0
  40. package/skills/gamedev-shaders/evals/README.md +14 -0
  41. package/skills/gamedev-shaders/evals/cases.yaml +45 -0
  42. package/skills/gamedev-shaders/references/effect-recipes.md +205 -0
  43. package/skills/gamedev-shaders/references/godot-shading-language.md +133 -0
  44. package/skills/gamedev-shaders/references/unity-and-unreal-shaders.md +169 -0
  45. package/skills/gamedev-shipping/SKILL.md +236 -0
  46. package/skills/gamedev-shipping/evals/README.md +9 -0
  47. package/skills/gamedev-shipping/evals/cases.yaml +55 -0
  48. package/skills/gamedev-shipping/references/mobile-and-desktop.md +127 -0
  49. package/skills/gamedev-shipping/references/stores-and-ci.md +162 -0
  50. package/skills/gamedev-shipping/references/web-export-headers.md +140 -0
  51. package/skills/godot/SKILL.md +319 -0
  52. package/skills/godot/evals/README.md +13 -0
  53. package/skills/godot/evals/cases.yaml +50 -0
  54. package/skills/godot/references/export-and-testing.md +102 -0
  55. package/skills/godot/references/gdscript-style.md +84 -0
  56. package/skills/godot/references/godot3-to-4-traps.md +89 -0
  57. package/skills/godot/references/nodes-scenes-resources.md +109 -0
  58. package/skills/level-design/SKILL.md +175 -0
  59. package/skills/level-design/evals/README.md +35 -0
  60. package/skills/level-design/evals/cases.yaml +58 -0
  61. package/skills/level-design/references/blockout-to-art.md +118 -0
  62. package/skills/level-design/references/guidance-and-readability.md +152 -0
  63. package/skills/level-design/references/pacing-and-encounters.md +142 -0
  64. package/skills/roast-me/tools/adapters/__pycache__/__init__.cpython-312.pyc +0 -0
  65. package/skills/roast-me/tools/adapters/__pycache__/base.cpython-312.pyc +0 -0
  66. package/skills/roast-me/tools/adapters/__pycache__/claude.cpython-312.pyc +0 -0
  67. package/skills/roast-me/tools/adapters/__pycache__/codex.cpython-312.pyc +0 -0
  68. package/skills/roast-me/tools/adapters/__pycache__/gemini.cpython-312.pyc +0 -0
  69. package/skills/roast-me/tools/adapters/__pycache__/registry.cpython-312.pyc +0 -0
  70. package/skills/unity/SKILL.md +282 -0
  71. package/skills/unity/evals/README.md +8 -0
  72. package/skills/unity/evals/cases.yaml +43 -0
  73. package/skills/unity/references/build-and-platforms.md +65 -0
  74. package/skills/unity/references/input-system.md +102 -0
  75. package/skills/unity/references/lifecycle-deep-dive.md +75 -0
  76. package/skills/unreal/SKILL.md +270 -0
  77. package/skills/unreal/evals/README.md +12 -0
  78. package/skills/unreal/evals/cases.yaml +45 -0
  79. package/skills/unreal/references/blueprint-cpp-parity.md +109 -0
  80. package/skills/unreal/references/gameplay-framework.md +95 -0
  81. package/skills/unreal/references/packaging.md +83 -0
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+ # Blockout to art — the pipeline in detail
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+
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+ The single most expensive mistake in level design is committing art before the
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+ space is proven. This reference details each stage, the metrics block that
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+ everything is built from, how to playtest a grey box, and the handoff to the
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+ engine skill and art team.
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+
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+ ## Why art goes last
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+
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+ A blockout is minutes to change; a finished, textured, lit set-piece is days.
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+ Layouts *always* change under playtest — a corridor is too long, a fight needs a
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+ flank, a landmark isn't visible from the entrance. If that geometry is already
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+ art, every fix throws away work and creates pressure to *not* fix it. Art-first
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+ levels ship with known layout problems because nobody wants to redo the art.
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+ So: prove the space grey, then dress it.
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+
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+ ## Stage 1 — Blockout (whitebox)
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+
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+ Build the level from **primitive geometry at true scale** — boxes, planes,
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+ cylinders, ramps. No materials beyond a flat neutral, no props, no final
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+ lighting. A single neutral mid-grey with a subtle grid texture is ideal: it
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+ shows scale and stops you from judging the level on looks it doesn't have yet.
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+
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+ You are answering three questions:
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+
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+ 1. **Flow** — can the player move through the intended route without snagging?
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+ Are the loops, gates, and shortcuts where you planned?
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+ 2. **Timing & distance** — how long is the walk between beats? Are jumps and
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+ gaps possible and fair? Is a corridor a slog or a snappy connector?
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+ 3. **Legibility** — from each decision point, is the next objective findable by
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+ shape and layout alone (before any lighting/color tricks)?
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+
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+ Block out the **critical path first**, walk it end to end many times, then add
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+ exploration branches and encounters. Keep everything modular and snapped to a
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+ grid so pieces move cheaply.
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+
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+ ## The metrics block (lock this before any geometry)
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+
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+ Every dimension in the level is a multiple of the player's capabilities. Define
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+ these **first**, in engine units, and build to them. Guessing metrics is how you
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+ get gaps that feel wrong and cover that doesn't protect.
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+
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+ | Metric | What it governs | Typical relationship |
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+ |---|---|---|
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+ | **Player height (standing)** | Ceiling clearance, door height, sightline height | The base unit; doors ~1.3–1.5× |
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+ | **Crouch height** | Vents, low cover, crawl spaces | ~0.5–0.6× standing |
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+ | **Eye height** | What sightlines actually reveal (camera, not feet) | Slightly below standing top |
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+ | **Shoulder / capsule width** | Corridor and doorway minimum width | Corridors ≥ 2× so two can pass / strafe |
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+ | **Jump height** | Max step-up, ledge height, low-cover top | Cover just below eye so you can peek |
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+ | **Jump distance (gap)** | Platform spacing, chasm width | Design gaps at ~70–85% of max so they read as fair |
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+ | **Reach / grab height** | Climbable ledge height, mantling | Set the climb-ledge trim to this exact height |
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+ | **Run speed** | Travel time between beats, breather length | Distance = speed × intended seconds |
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+ | **Weapon/threat effective range** | Arena sightline length, cover spacing | Long lanes for ranged, short for melee |
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+
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+ Write these into `02-DOCS/wiki/stack/level-design.md` (see the SKILL.md grounding
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+ section) so every level in the project shares one metrics block. When a metric
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+ is a *rule* of the game (how high the player jumps at all), that number is owned
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+ by `game-design`; level design *consumes* it here and builds space to fit.
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+
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+ ## Stage 2 — Greybox
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+
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+ Refine the blockout just enough to test *reading* and *feel*:
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+
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+ - **Temp neutral materials** to distinguish floor/wall/hazard/interactable by
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+ value, not decoration.
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+ - **Placeholder lighting** used as a *design* tool — light the path, the
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+ objective, and the exit; keep non-paths dim. This is where guidance is
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+ authored, long before final art lighting.
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+ - **Stand-in enemies, cover, pickups, and interactables** at real metrics so
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+ encounters and the reserved interact-color language can be tested.
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+
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+ Now the questions are: does the space *read*? Does the encounter work? Is the
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+ pacing right? Greybox is still cheap — you are still iterating layout, not
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+ protecting art.
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+
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+ ## Stage 3 — Playtest the grey box
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+
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+ Do this early and often, on the blockout/greybox, because fixes are cheap. Full
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+ observation protocol and telemetry live in `guidance-and-readability.md`; the
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+ blockout-specific loop is:
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+
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+ 1. Sit a **fresh, uncoached** player down. Say only "play". Stay silent.
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+ 2. Log every **hesitation** (readability gap), **wrong turn** (navigation gap),
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+ **repeated death** (telegraph/difficulty gap), and **skipped area** (reward
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+ or guidance gap).
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+ 3. Never answer "where do I go?" — that question is your top finding.
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+ 4. Change the grey geometry/lighting, re-test. Repeat until it plays.
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+
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+ Only when the greybox plays well for players you didn't coach do you unlock art.
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+
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+ ## Stage 4 — Art pass (and the handoff)
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+
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+ Art *serves the proven layout*. The reserved interact-color, the light-led path,
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+ the framed landmark, the readable silhouettes — art must **reinforce** the
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+ guidance the greybox already established, never fight it. If the art pass makes
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+ the level prettier but harder to read, it failed.
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+
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+ Hand off to the engine skill (`godot` / `unity` / `unreal`) for the tooling that
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+ turns the layout into a shippable level:
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+
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+ - Nav-mesh generation and agent radius (must match the capsule width above).
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+ - Occlusion culling / visibility and streaming volumes.
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+ - Final lighting: lightmap/GI bakes, reflection probes, light-leak fixes.
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+ - Collision meshes distinct from render meshes; blocking volumes replacing the
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+ greybox's implicit walls.
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+ - LODs, mesh instancing, and performance budgets.
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+
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+ ### Art-pass handoff checklist
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+
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+ - [ ] Layout is locked — no pending "this fight might move" notes.
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+ - [ ] Metrics block is final; art meshes respect door/corridor/cover heights.
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+ - [ ] Critical path, landmark, and interact-color language are decided and
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+ documented so art reinforces (never contradicts) them.
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+ - [ ] Greybox lighting intent (path lit, dead-ends dim) is captured for the
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+ final lighting pass to honor.
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+ - [ ] Collision/nav requirements handed to the engine skill with the capsule
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+ dimensions.
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+ - [ ] A greybox reference build is kept for A/B readability comparison after art.
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+ # Guidance & readability — direct the player without hand-holding
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+
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+ How to make a player always know where to go, understand what they can do, and
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+ feel clever for exploring — using the environment instead of arrows. Also
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+ covers the playtest protocol, traversal telemetry, and reward/secret placement,
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+ because those are how you *diagnose and fix* readability.
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+
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+ ## The layers of guidance (strongest to weakest)
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+
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+ The eye is drawn, roughly in this priority, to: **motion → light/brightness →
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+ high contrast → saturated color → the different/odd → framed shapes.** Stack
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+ these on the path you want taken; strip them from paths you don't.
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+
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+ ### Light leads
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+
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+ Players move toward light — the moth effect — and toward higher value contrast.
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+
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+ - Light the **critical path, the objective, and the exit**; keep dead-ends,
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+ non-paths, and cut branches dim.
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+ - A bright opening at the end of a dark corridor is an irresistible pull.
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+ - Use light *in greybox* as a design tool, not a final-art afterthought — the
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+ guidance is authored in placeholder lighting and art merely honors it.
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+ - Contrast beats absolute brightness: a shaft of light in gloom guides harder
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+ than a uniformly bright room.
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+
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+ ### Color as language
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+
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+ Reserve **one saturated accent color** to mean "you can interact / go here" and
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+ use it *nowhere else*.
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+
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+ - Precedents: Mirror's Edge's "runner red" for the traversal path; Dishonored's
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+ faint glint on usable objects; the near-ubiquitous "yellow = climbable/grab"
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+ convention.
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+ - The value of the convention *is its consistency*. The moment the interact
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+ color appears on decoration, you've lied — the player learns to distrust it
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+ and starts checking everything, which is the opposite of guidance.
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+ - Keep the rest of the palette desaturated relative to the accent so it pops.
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+
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+ ### Composition
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+
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+ Compose the space like a photographer composes a shot.
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+
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+ - **Leading lines** — rails, beams, roads, pipes, tiling that point toward the
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+ objective.
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+ - **Framing** — arches, doorways, foreground silhouettes that box the eye onto
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+ the target.
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+ - **Negative space** and **contrast** to isolate what matters.
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+ - From every decision point, the critical path should be the most-framed,
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+ highest-contrast, best-lit option.
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+
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+ ### Affordances & signifiers
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+
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+ (Norman/Gibson.) An affordance is what the environment *lets* you do; a signifier
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+ is the visual cue that advertises it.
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+
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+ - A ledge that looks grabbable **must** be grabbable; a wall that looks solid
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+ **must** be solid. A door-shaped thing that never opens teaches the player to
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+ ignore doors.
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+ - Establish the visual language **early** and hold it: if a specific trim, decal,
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+ or material means "climb here," that cue appears **only** where you can climb.
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+ - Inconsistent affordances are the #1 source of "I didn't know I could do that"
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+ and "I thought I could do that and died." Consistency > cleverness.
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+ - Prefer **diegetic signifiers** (a rope, scuff marks, a worn path, a ladder)
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+ over UI prompts; save prompts for genuinely non-obvious systemic actions.
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+
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+ ### Landmarks & self-location
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+
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+ - One **dominant landmark** per area — a large, distinct, distant silhouette
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+ (Disney's "weenie": the visual magnet that pulls you forward). It answers
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+ "where am I / where's the goal" without a minimap.
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+ - Keep landmarks visible from key decision points; if the player can't see the
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+ landmark when they need to choose, it isn't doing its job.
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+ - **Deny wrong turns visually** — subtle dead-ends, unlit gaps, a distinct
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+ "not-a-path" material — rather than relying on invisible collision, which
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+ feels arbitrary and cheap.
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+
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+ ### The critical-path readability self-test
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+
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+ Stand at each decision point in the greybox and ask: *with no HUD and no prior
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+ knowledge, is the intended next step the most obvious thing here?* If you have
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+ to argue for it, a fresh player will get lost. Fix with light/framing/landmark
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+ before reaching for a waypoint.
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+
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+ ## Playtesting — observe, don't coach
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+
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+ You cannot see your own level fresh; your knowledge of it is the one thing a
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+ player won't have.
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+
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+ 1. **Fresh, uncoached tester.** Say "play." Then stay silent.
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+ 2. **Log four signals:**
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+ - **Hesitation / stopping** → readability gap (they can't tell where to go).
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+ - **Wrong turn / backtrack** → navigation gap (guidance points wrong or is
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+ absent).
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+ - **Repeated death** → telegraph or difficulty gap (threat unfair or
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+ unreadable).
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+ - **Skipped content** → reward-placement or guidance gap.
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+ 3. **Never answer "where do I go?"** — that question *is* the finding. Answering
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+ it destroys the data and hides the bug.
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+ 4. **Ask after, not during**: "Where did you think you were supposed to go? What
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+ did you expect that button to do? Where did you feel stuck?" Open questions,
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+ no leading.
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+ 5. Test on the **greybox**, early and often — fixes are cheap while it's grey.
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+
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+ ## Traversal telemetry & heatmaps
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+
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+ Turn anecdote into pattern by logging player data across many sessions:
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+
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+ | Metric | What it shows | The fix when it's bad |
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+ |---|---|---|
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+ | **Position heatmap** | Where players spend time; **cold zones** they never enter | Cold zone = dead space: re-light it, add a landmark/reward, or cut it |
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+ | **Death heatmap** | Where players die; **clusters** = unfair/unreadable threats | Fix the telegraph, the arena, or the difficulty — not the player |
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+ | **Path traces** | Are they on the golden path or lost? | Divergence from intended path = guidance failure at that fork |
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+ | **Dwell time** at forks | Long dwell = unclear guidance | Add light/framing/landmark to make the choice obvious |
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+ | **Look / aim heatmap** | Did they even *see* the landmark or reward? | If not looked-at, it's mis-placed or out-competed — reposition |
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+ | **Time-to-objective** | Pacing vs intent (too fast/slow) | Adjust distance, breather length, or beat spacing |
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+
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+ Read the map as instructions: a branch nobody takes needs a visible reward at
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+ its mouth; a region everyone avoids isn't pulling them — fix the pull or remove
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+ the region.
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+
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+ ## Reward & secret placement
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+
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+ - **Reward the wandering eye.** Put secrets where a *curious* player naturally
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+ looks — behind the waterfall, up the ledge you already lit and framed, down
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+ the branch you breadcrumbed. Reward **observation**, not pixel-hunting.
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+ - **Breadcrumb every secret.** A glint, an out-of-place object, a suspicious
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+ seam, an odd bit of geometry visible from the path. The player should feel
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+ clever — which means the game showed them the thread first. A secret with no
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+ breadcrumb is just frustration.
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+ - **Never hide mandatory progression like a secret.** A required key or door
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+ disguised as optional is a stuck-player generator. Secrets are optional by
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+ definition; the critical path stays legible.
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+
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+ ## Risk vs reward
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+
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+ - Gate the **best** optional reward behind the **biggest** optional risk or
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+ detour — a hard side-arena, a long climb, a resource gamble, a no-checkpoint
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+ stretch.
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+ - Keep the **critical path rewarding on its own** so risk-averse players aren't
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+ punished for playing it safe; put the *extra* behind the *extra* effort.
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+ - Make the risk and the reward both *visible before committing* so the choice is
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+ informed: the player should see the treasure across the deadly gap and decide.
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+
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+ ### Reward taxonomy (vary these so exploration stays fresh)
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+
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+ | Type | Example | Notes |
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+ |---|---|---|
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+ | **Power / upgrade** | new ability, weapon, permanent buff | Strongest pull; use sparingly |
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+ | **Resources** | ammo, health, currency | Steady exploration incentive |
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+ | **Lore / collectible** | note, audio log, vista, cosmetic | For the curious; light them in breathers |
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+ | **Shortcut unlock** | a door back to the hub, a lowered ladder | Best long-term reward — reshapes the level, cuts backtracking |
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+ | **Spectacle** | a view, a scripted moment, an Easter egg | Pure delight; costs no systemic balance |
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+ # Pacing & encounters — rhythm, arenas, and teaching through space
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+
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+ A level is a piece of music, not a list of rooms. This reference covers the
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+ intensity graph, the breather, the difficulty curve, the encounter template, the
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+ introduce→develop→twist→combine teaching pattern, and arena-shape design.
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+
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+ ## The intensity graph
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+
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+ Plot intended intensity (danger + cognitive load + stimulus) against time for
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+ the whole level. The target shape is a **sawtooth trending upward**: a peak
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+ (combat, chase, platforming gauntlet, tense stealth), a sharp drop to a valley
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+ (a breather), then a higher peak. Overall the line climbs, ending on the level's
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+ hardest, most spectacular moment.
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+
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+ ```text
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+ intensity
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+ ^ ___/\ <- climax (hardest, last)
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+ | ___/\ ___/\ /
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+ | __/\ / \ __/\ / \___/
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+ | __/ \/ \__/ \/ <- breathers (valleys)
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+ +---------------------------------------------> time
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+ intro peak rest peak rest build climax
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+ ```
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+
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+ Two failure shapes to avoid:
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+
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+ - **Flat-high** — sustained maximum intensity. The player fatigues and the peaks
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+ stop reading as peaks; it flattens into undifferentiated noise. This is the
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+ most common "my level is exhausting / boring despite lots of action" cause.
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+ - **Flat-low** — long stretches with no tension or stimulus. Reads as padding
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+ and boredom even if each individual moment is competent.
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+
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+ Draw this graph *before* building encounters; it tells you where fights go and
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+ how long the gaps between them should be.
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+
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+ ## The breather (safe room)
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+
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+ After each peak, a valley: a **safe room** with no threat, low stimulus, and
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+ usually a save point and/or restock. The breather does three jobs:
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+
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+ 1. **Lets adrenaline drop** so the next peak spikes instead of blending in.
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+ (Halo's cadence is often described as "thirty seconds of fun" on repeat — the
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+ calm between is what makes the fun read.)
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+ 2. **Rewards observation** — a quiet room is where lore, a secret, or a vista
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+ lands, because the player has attention to spare.
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+ 3. **Sets up the next escalation** — telegraph what's coming (a locked blast
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+ door, distant sound, a corpse) so the next peak feels earned, not random.
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+
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+ Vary breather length with the peak that preceded it: a brutal fight earns a
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+ longer rest; a light skirmish gets a short beat.
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+
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+ ## Difficulty curve within a level
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+
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+ The macro trend is up, but it **resets at checkpoints** — the sawtooth again.
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+ Let the player re-enter a checkpoint competent and confident, then ramp. A curve
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+ that only climbs with no resets feels punishing; one that never climbs feels
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+ trivial. Signposting difficulty (a visibly tougher enemy, a bigger arena) lets
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+ the player brace, which is fairer than a surprise spike.
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+
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+ ## Encounter design
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+
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+ An **encounter = enemy composition × space × objective × available resources.**
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+ Change any single factor to create a fresh encounter without new assets:
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+
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+ - **Composition** — which enemy types, how many, in what waves.
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+ - **Space** — the arena shape (below); the same enemies feel new in a new arena.
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+ - **Objective** — kill all / survive N seconds / reach the exit / protect / hold
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+ ground / retreat. The objective reshapes how the space is used.
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+ - **Resources** — ammo, health, cover, high ground the player can seize.
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+
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+ ### The encounter template
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+
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+ ```text
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+ ENCOUNTER — <name>
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+ Teaches / tests ..... which mechanic or threat (and which of I/D/T/C beat)
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+ Space ............... arena shape, sightline length, cover, flanks, verticality
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+ Composition ......... enemy types + counts + wave timing
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+ Objective ........... win condition (kill / survive / reach / hold / escort)
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+ Resources ........... ammo/health/cover/high-ground and where they sit
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+ Entry / exit ........ how the player arrives (telegraph) and leaves (release valve)
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+ Intensity ........... where this sits on the level's graph (peak height)
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+ ```
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+
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+ ## Introduce -> develop -> twist -> combine
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+
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+ The four-beat progression that teaches a new element through space, without
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+ text. (The pattern behind Portal's test chambers, Half-Life 2's set-pieces, and
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+ much Nintendo level craft.)
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+
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+ 1. **Introduce** — meet it where it cannot hurt you. A turret across a safe gap;
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+ one tile of the new hazard with a wall to watch from. Zero-risk learning.
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+ 2. **Develop** — use it for real, low stakes. The turret now guards a corridor
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+ you must cross; the hazard is a gap you must jump.
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+ 3. **Twist** — recontextualize it. Two turrets flanking; the turret behind glass
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+ you must lure enemies past; the hazard now moves. The rule you learned bends.
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+ 4. **Combine** — the mastery test: the new element + everything learned earlier,
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+ at full intensity, as the section's climax.
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+
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+ ### Worked example — a "gravity plate" that flings the player upward
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+
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+ - **Introduce**: one plate in a safe room; step on it, get flung to a ledge with
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+ a reward. No threat. Player learns "plate = launch."
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+ - **Develop**: cross a pit by chaining two plates — miss and you just fall back,
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+ retry. Low stakes, real use.
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+ - **Twist**: a plate launches you *into* a turret's line of fire — now you must
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+ time the launch, or use the plate to reach the turret's flank.
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+ - **Combine**: an arena where plates are the only way to reach high cover, under
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+ fire, while enemies also use them. Everything at once.
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+
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+ ## Arena shape — the geometry is the difficulty knob
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+
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+ The shape a fight happens in matters as much as the enemies:
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+
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+ - **Sightline length ↔ threat range.** Long lanes favor ranged play and
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+ sniping; tight rooms favor shotguns/melee and force close engagements. Set the
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+ lane length to the range you want to be dominant.
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+ - **Cover rhythm.** Space cover so the player *advances in beats* — peek, move,
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+ peek — rather than turtling in one spot. Low cover (peek over) vs full cover
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+ (peek around) change the fight's tempo.
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+ - **Flanks.** Give at least one flank route so a fight isn't a static peek-war;
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+ a flank forces the player to move and makes the space three-dimensional in
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+ play, not just in geometry.
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+ - **Verticality.** High ground is pressure and reward. The Doom (2016) arena
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+ is the reference: multi-tier, with resources and enemies placed to pull the
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+ player *through* and *up* the space rather than hunker in a corner.
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+ - **Chokepoints + release valves.** A choke concentrates danger (good for a
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+ last stand); always pair it with an exit or a way to break the standoff, or
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+ the fight stalls into a stalemate.
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+ - **Entry and exit.** Telegraph the fight before the player commits (see the
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+ arena from a safe threshold), and give a clear release when it's won.
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+
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+ ### Arena patterns
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+
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+ | Pattern | Shape | Good for |
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+ |---|---|---|
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+ | **Corridor / lane** | Long, narrow, few flanks | Tension, forced pace, ranged duels |
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+ | **Open arena** | Wide, multi-cover, multi-flank | Skill expression, mobile fights |
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+ | **Vertical arena** | Stacked tiers, ramps/lifts | High-ground contests, push-forward combat |
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+ | **Hub** | Central space, spokes off it | Wave defense, "hold ground" objectives |
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+ | **Pinch** | Wide → choke → wide | Escalation, last-stand beats |
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+
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+ Match the pattern to the encounter's job on the intensity graph, not to habit.