Syllabus
Video Game Level Design Bootcamp
We will learn design theories applied to video games. We will address pacing and rhythm in the design of levels, verticality and exploration in navigable space, as well as the design of spaces for stealth and exciting encounters. In the design of multiplayer levels, we will analyze flow and connectivity, map balance and the creation of dynamic points of interest. We’ll also compare Unreal Engine and Unity for level design, highlighting the advanced use of BSP and Static Meshes, as well as ProBuilder. Finally, we will learn prototyping techniques and efficient blocking out in Unreal and Unity to optimize our workflow.
| Applied Design Theories | Pacing and pacing in level design |
| Verticality and Exploration in navigable space | |
| Design of Spaces for Stealth and Encounters | |
| Multiplayer Level Design | Flow and connectivity in multiplayer levels |
| Map balancing: Symmetrical vs. asymmetrical layouts | |
| Creating Points of Interest and Dynamic Hotspots | |
| Tools & Technologies | Comparing Unreal Engine and Unity for Tier Design |
| Advanced BSP vs. Static Meshes | |
| Advanced use of ProBuilder and Static Meshes | |
| Efficient prototyping and blocking out in Unreal and Unity |
We’ll explore Unreal Engine and Unity tools. At Unreal, we’ll focus on advanced blueprints and visual logic, as well as lighting and materials for level designers. We will also address optimization and performance to ensure efficient projects. In Unity, we’ll dive deeper into advanced C# scripts and visual logic, as well as lighting and level design materials. We will also focus on optimization and performance to ensure optimal performance. In addition, we will learn rapid prototyping techniques, including whiteboxing, rapid iteration, and adjustment based on player feedback on both platforms. These skills will enhance our ability to develop high-quality games on both engines.
| Unreal Engine Tools | Advanced Blueprints and Visual Logic |
| Lighting and materials for level designers | |
| Optimization and performance in Unreal | |
| Unity Tools | Advanced C# scripts and visual logic |
| Lighting and materials for level designers | |
| Optimization and performance in Unity | |
| Rapid Prototyping | Whiteboxing and its importance in the workflow |
| Rapid iteration techniques with Unreal and Unity | |
| Testing and adjustment based on player feedback |
We will see different types of levels in video games. In combat levels, we’ll learn how to design effective arenas and combat spaces, balance encounters and checkpoints, and implement cover systems for dynamic gameplay. In stealth levels, we’ll create routes and options for the player, leveraging lighting and sound, and integrating surveillance patterns and AI to challenge the player. In exploration levels, we will differentiate between open and linear worlds, design points of interest and rewards, and facilitate the player’s navigation and orientation. Finally, in puzzle levels, we will structure puzzles, integrate specific mechanics, and consider their narrative impact.
| Combat Levels | Arena and Combat Space Design |
| Balancing Encounters and Control Points | |
| Implementation of Coverage Systems | |
| Stealth Levels | Creating Paths and Player Options |
| Using Lighting and Sound as Game Elements | |
| Integration of Surveillance Patterns and AI | |
| Exploration Levels | Open vs Linear World Design |
| Creating Points of Interest and Rewards | |
| Player Navigation and Orientation | |
| Puzzle Levels | Puzzle Structure and Progression |
| Integration of Specific Mechanics and Tools | |
| 3D Puzzle Design and Their Impact on Narrative |
We will learn playtesting and publishing strategies. We will organize testing sessions to obtain data and feedback, then analyze this information to guide the iteration of our project. On the post and community side, we’ll identify suitable platforms for public testing, engage with the community to gather feedback and suggestions, and use this feedback to make updates that improve the user experience. These practices will allow us to refine our projects and build positive relationships with the gaming community, ensuring a successful launch and active participation in the gaming community.
| Playtesting Strategies | Organization of Testing Sessions |
| Data Analysis and Feedback | |
| Iteration based on User Feedback | |
| Publishing and Community | Testing Publishing Platforms |
| Interaction with Communities and Collection of Opinions | |
| Updates Based on Community Feedback |
We will look at environmental storytelling and mission design in video games. We will integrate the story into the spatial design, using dynamic narrative elements to immerse the player. We will create events and quests that impact the narrative of the game. In mission design, we’ll develop structures for main and side missions, incorporating pivot points and climax moments to keep the player engaged. In addition, we will implement narrative feedback and rewards to enrich the player experience and motivate their active participation in the game’s plot. These techniques will improve immersion and player satisfaction.
| Environmental Storytelling | Integrating History into Spatial Design |
| Use of Dynamic Narrative Elements | |
| Creating Events and Missions with Narrative Impact | |
| Mission Design | Structure and Development of Main and Secondary Missions |
| Turning Points and Climaxes in the Level Narrative | |
| Narrative Feedback and Rewards |
We will address scripting and automation in video game development. We’ll use blueprints in Unreal Engine to create visual logic without programming. In Unity, we’ll become familiar with C# to develop complex, custom systems. In addition, we will learn how to automate repetitive tasks to improve efficiency in development. These skills will allow us to streamline processes, optimize workflow, and focus on creativity and iteration instead of tedious tasks, thus improving the quality and development time of our games.
| Scripting and Automation | Using Blueprints in Unreal |
| Using Csharp in Unity | |
| Automation of Repetitive Tasks |
We will build a professional level designer portfolio. We will learn how to select and present projects, highlighting the detailed documentation and clear description of each one. In addition, we will develop strategies to showcase our work online, maximizing its visibility. In presenting projects to the community, we will prepare for public demos and betas, communicating updates effectively. We will collect and use community feedback to continuously improve our future projects, thereby strengthening our presence in the game development industry.
| Building a Professional Portfolio | Project Selection and Presentation |
| Documentation and Project Description | |
| Strategies for Showcasing Your Work Online | |
| Presentation of Projects to the Community | Preparing for Public Demos and Betas |
| Effective Communication of Updates | |
| Collecting and Using Feedback for Future Improvements |
![Level Up [Game Dev Hub]](https://www.levelup-gamedevhub.com/wp-content/uploads/2022/06/Logo_LevelUp_HUB_Positivo-2.png)

