High-Level Layouts

A level layout, or level diagram, is the bread and butter of level designers. They are either top-down or side views of a level (depending on the type of game) which contain important information for the team to make the level. High-level layouts are the designer’s first stab at a level. They give a general sense of the purpose and flow of the level. They are done relatively quickly in order to be able to iterate on them, so most of the time they don’t look very polished. They contain some critical aspects of the level, but do not go into more detail (the aptly named detailed layout takes care of that).

These can be usually done in photoshop, whiteboards or even paint. The key here is speed, we want to be able to iterate on them as quickly and as cheaply as possible. If time permits, I’ve seen these used almost as concept slides. They will include some key elements of the level in question such as the overall shape, its focal points (also known as points of interest), the presence of key weenies, and main expected player path. You should be in constant talk with art, UI/UX and other disciplines about the layout, as this impacts their work greatly.

Things to avoid are measurements, precise locations of items and enemies, etc… The border between high-level and detailed layouts can be fuzzy, but as a rule of thumb you need to give just enough information for your team to imagine themselves playing the level.

There are many ways to make layouts. What you see here is my approach which has taken inspiration from many designers; special shout out to Alex Galuzin & Ian Schreiber.

Depending on the game, genre, and the designer’s preference, the steps for making a level layout will change. There really isn’t one main way to go around it. For me these are the things I consider:

  1. Before starting on the level make sure you know
    • Level purpose in the general game — You can use an x-statement for the level.
    • The setting — the overall ambiance and environment of the level (i.e. Paris-Urban)
    • The location — the specific part inside the environment (i.e. a warehouse)
    • The theme — the focus of the level; what makes it different then the others, memorable. This applies to both gameplay (i.e. running jumps) and aesthetically (i.e. mutant ooze flowing through the level).
    • Player abilities in the level
  2. Determine what the level’s focal point will be. This is the main point of interest of the level.
    • Also spare a thought for secondary focal points; these are other points of interest in the level (bonus objectives, story beats, etc…).
    • Make sure these are all prioritized so you know how they fit in a hierarchy.
  3. Determine the broad strokes shape of the relationship between focal points; i.e. what overall configuration they make. For example, the level could be compact and square with all of them close together, a spoke & wheel configuration, or a large corridor. This does not mean the level will follow this path; it’s more of a guideline on how focal points are placed.
    • It is often useful to visualize how players will move from one focal point to the next. This will help shape the overall level
  4. Determine what the weenie’s (if any) will be attached to the focal points.
  5. Draw a rough outline of the layout taking into consideration all of the above.
  6. Draw the main player path on the layout.
  7. Iterate – I like to have at least 3 distinct layouts when presenting to the team.

Once the layout is complete, there are a few things you’ll need to watch out for:

  • Lines of sight — Will players be able to see the weenies clearly? (This does need to be validated in engine).
  • Player path — Is the next focal point obvious? Is the easiest path to it the on you would expect (consider different player abilities)?
  • Theme — Does the high-level layout represent the gameplay theme and aesthetic of the level?
  • Technical feasibility — Are there any challenges (engineering or art wise) in implementing this layout?

Remember that speed is of the essence when making this type of layout. Don’t spend too much time diving into a layout; instead sketch them out quickly and get your team’s feedback.

Let’s imagine we’re working on a 3D stealth game in the same vein as Metal Gear Solid.

Metal Gear Solid (1998) was foundational for me. I played it so much I still hear the SFX every time I see this gif.

In this 3D action stealth game we are designing a mid-game level. Our lead designer has given us the following information:

  • Level purpose — We need a level to emphasize the recently acquired ‘chaff grenades’ which disable electronics.
  • The setting — This occurs on an abandoned Soviet military base.
  • The location — ???
  • The theme — ???
  • Player abilities — The player should have the following items: Chaff grenades, silenced gun, explosive grenades. The player might have also encountered an AK-74u assault rifle and thermal goggles in previous levels, but this is not guaranteed. The player also has the basic punch and can knock on walls to distract guards. Cameras can be shot (but that makes noise) and can be bypassed by standing directly underneath (if you avoid their line of sight).

So our lead has given us some information, but not all. Given the setting and level purpose, we could set the level in an old tank warehouse with a catwalk all around it. Cameras and guards would litter the walkways, forcing players to learn to use their chaff grenades to pass.

The focal point would be the tank hangar, where players can use the tanks themselves to hide; with a secondary focal point being an office/server room to the side. Because it’s a military man-made structure, basic shapes make sense for the overall layout. Due to it being a warehouse, we’ll start with a square.

A high-level layout could look like this:

Some notes:

  • The exit should be easily visible from the center of the room (we can use industrial ground arrows to indicate this).
  • The first camera should be easy to pass with chaff or by standing under it, notice that the left-most camera has a crate under it blocking this technique. The one in the server room however, doesn’t swivel, forcing the player to use chaff or shoot it.
    • The guard in the room would hear the chaff grenade if he’s not taken out first.
  • The camera next to the exit is easier than the one in the server room, as we expect players to find it first while trying to get to the exit.
  • The entry hallway allows for compression, making the vastness of the hangar more pronounced when players enter. Contrast this with the tighter space of the server room.
  • The ‘Locked Hallway’ is an AI requirement so that guards can be spawned out of sight if players are discovered.
  • Health rations and Rifle ammo are used to reward exploration. Player’s don’t need to find them.
  • The staircases should be treated like weenies – we should add some lights and industrial signs to highlight them.

The expected player path would look like this:

First they would go try the door at the other end; it’ll tell them they need the right key. On the way there the staircase of the upper left corner would attract their attention

Next they would go up the stairs and notice the blocked path and the storage closet. When they try to enter they’ll find the chaff. They will be able to see the other half of the catwalk, with the ammo enticing them to get there.

They’ll head down to get to the stairs, there they’ll enter the server room and find the key for the exit. This is where they’ll need to use the chaff (or shoot the camera) to not be discovered.

After they get the key, they’ll be able to head to the exit.

From here, this layout can be presented to your leads and the rest of the team. If approved, it would then be ready for a detailed layout or for a graybox in engine.


  • MDA Framework
    One of the most widespread ways to analyze a game holistically.
  • One Pager
    A critical part of pitching a game idea to the wider team.
  • SWOT Analysis
    An easy framework for analyzing the competition.
  • Bartle’s Player Types
    One of the oldest & most widely used player categorizations
  • Personas
    A technique to humanize the intended players of the game
  • X-Statement
    The first step in development after having the game idea.