Guide · Level Design
Teaching player flow without objective arrows
Start by removing the arrow. If the route becomes unreadable, learners can test what the environment needs to communicate instead.
Demonstrate one signal at a time
- Frame a destination with architecture or sightlines.
- Use contrast and lighting to separate the useful route from background noise.
- Repeat a shape, colour or landmark so the player can reorient after a turn.
Run a silent test
Ask a tester to play without spoken help. The designer watches where they pause, turn back or miss an entrance, then records the behaviour before explaining the intention.
Change the smallest thing
Move one landmark, simplify one competing detail or adjust one pool of light. Retest before adding three more signs and a giant glowing arrow.
Use the No-HUD Navigation activity and compare the designer's intended route with the tester's actual route.
Keep moving
Useful next steps.
Greybox before art
Use simple geometry to test scale, route and timing while changes are still cheap.
Unreal Level Designer Quick Start
Epic's practical introduction to viewport navigation, levels, actors, basic geometry, lighting and playtesting.
The Level Design Book
A free, critical and practical online book covering process, layout, blockout, scripting, lighting, level studies and teaching notes.