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Level Design

Level Design Planner

Use this worksheet to plan your levels before building them in GDevelop. Good level designers sketch on paper first!

Part 1: Level Overview

Fill in the basics before you start drawing:

QuestionYour Answer
Level name
2D or 3D?
What's the goal? (reach the exit? collect all coins? survive?)
What's the mood? (fun, spooky, intense, peaceful)
How long should it take? (30 sec? 1 min? 3 min?)
What new mechanic or enemy appears?

Part 2: Level Map (2D)

Sketch your 2D level on the grid below. Use these symbols:

SymbolMeaning
SStart position
EExit / End
=Platform
XHazard (spikes, lava)
MMoving enemy (patrol)
CCollectible (coin, gem)
KKey
DLocked door
?Secret / hidden area
!Checkpoint
LEVEL NAME: ___________________________

1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
8 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
9 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
10 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
11 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
12 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
13 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
14 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
15 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
16 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Part 3: Floor Plan (3D)

For 3D levels, sketch a top-down floor plan. Label rooms, doors, and landmarks.

LEVEL NAME: ___________________________

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ROOM LIST:
1. _________________ (color/theme: _______________)
2. _________________ (color/theme: _______________)
3. _________________ (color/theme: _______________)

LANDMARKS:
- ___________________________
- ___________________________
- ___________________________

Part 4: Difficulty Curve

Plan how your level gets harder. Fill in each section:

SectionWhat happensDifficulty (1-5)
Opening (teach the mechanic)
Build-up (add challenge)
Rest point (safe checkpoint)
Escalation (combine mechanics)
Climax (hardest moment)
Reward (exit, treasure, story beat)

Part 5: Playtesting Notes

After someone plays your level, record their feedback:

QuestionPlayer 1Player 2
Where did you die?
Was it fair?
Where were you confused?
What was the most fun part?
What would you change?