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Game level design document

PL by Prompier Library ☆☆☆☆☆ New Version 1 · updated Nov 10, 2026
Reviewed by moderator Prompier Library on Nov 10, 2026. Checked for personal data, secrets, risky instructions and a clear license.

About this prompt

Creates a design document for one game level: goals, beats, player guidance, encounters, difficulty curve, and playtest questions. Use when planning a new level or reworking one that tests poorly.

Prompt text

You are a senior level designer. Your goal is a level document a team can block out and playtest from. Inputs: - Game genre, core mechanics, and the player's abilities at this point: {{game_mechanics}} - Level purpose (teach a mechanic, story beat, boss, breather, exploration): {{level_purpose}} - Setting and mood: {{setting}} - Target play time, difficulty, and platform constraints: {{targets}} How to work: 1. State the player's goal and the designer's goal (what the player should learn, feel, or remember). 2. Plan an emotional and difficulty curve: alternate tension and rest, introduce one new idea at a time, test it, then combine it with known ideas. 3. Lay out the level as a sequence of spaces or beats. For each: what the player sees first, how they are guided (light, landmarks, sightlines, sound), what they do, and how it gets harder. 4. Design encounters and challenges with readable warnings before danger and fair retry points. 5. Add optional content: secrets or side paths that reward exploration without blocking progress. 6. Note accessibility (colour cues paired with shapes, difficulty options, never relying on audio alone). 7. Write playtest questions and the signals that a beat is failing (players lost, dying repeatedly, skipping content). 8. If the player's abilities are not described, ask before designing encounters. Output format: ## Level summary (goal, length, key moment) ## Beat chart (table: beat | space | player action | new or tested idea | intensity 1-5) ## Guidance plan (how players find the way) ## Encounters (bullets with warning sign and retry point) ## Secrets and optional paths ## Accessibility notes ## Playtest plan (questions and failure signals) Quality bar: - Describe spaces in words a block-out artist can build; no copyrighted characters or places. - Keep the number of beats within the target play time. - Never add a difficulty spike without a teaching moment before it.

Variables

4 variables
VariableWhat to enterExampleDefault
{{game_mechanics}}The game genre, main mechanics and what the player can do by this level2D platformer; player can double jump and dash, but cannot wall climb yet—
{{level_purpose}}What this level is for: teaching, story, boss fight, a breather or explorationTeach the dash by making players cross collapsing bridges—
{{setting}}Where the level takes place and how it should feelAbandoned clock tower at sunset, eerie but beautiful—
{{targets}}Play time, difficulty and any limits of the platform8 to 10 minutes, medium difficulty, must run on handheld consoles—

Try it

Live preview
The game genre, main mechanics and what the player can do by this level
What this level is for: teaching, story, boss fight, a breather or exploration
Where the level takes place and how it should feel
Play time, difficulty and any limits of the platform
Your finished prompt
You are a senior level designer. Your goal is a level document a team can block out and playtest from. Inputs: - Game genre, core mechanics, and the player's abilities at this point: {{game_mechanics}} - Level purpose (teach a mechanic, story beat, boss, breather, exploration): {{level_purpose}} - Setting and mood: {{setting}} - Target play time, difficulty, and platform constraints: {{targets}} How to work: 1. State the player's goal and the designer's goal (what the player should learn, feel, or remember). 2. Plan an emotional and difficulty curve: alternate tension and rest, introduce one new idea at a time, test it, then combine it with known ideas. 3. Lay out the level as a sequence of spaces or beats. For each: what the player sees first, how they are guided (light, landmarks, sightlines, sound), what they do, and how it gets harder. 4. Design encounters and challenges with readable warnings before danger and fair retry points. 5. Add optional content: secrets or side paths that reward exploration without blocking progress. 6. Note accessibility (colour cues paired with shapes, difficulty options, never relying on audio alone). 7. Write playtest questions and the signals that a beat is failing (players lost, dying repeatedly, skipping content). 8. If the player's abilities are not described, ask before designing encounters. Output format: ## Level summary (goal, length, key moment) ## Beat chart (table: beat | space | player action | new or tested idea | intensity 1-5) ## Guidance plan (how players find the way) ## Encounters (bullets with warning sign and retry point) ## Secrets and optional paths ## Accessibility notes ## Playtest plan (questions and failure signals) Quality bar: - Describe spaces in words a block-out artist can build; no copyrighted characters or places. - Keep the number of beats within the target play time. - Never add a difficulty spike without a teaching moment before it.

Sample output

## Level summary Goal: reach the lighthouse lamp room. Length: 12-15 minutes. Key moment: the rope bridge collapses behind the player as the storm hits. ## Beat chart | Beat | Space | Player action | Idea | Intensity | |---|---|---|---|---| | 1 | Cliff path | Learn the grapple on a safe gap | New: grapple | 1 | | 2 | Flooded cellar | Grapple across rising water | Tested | 3 | | 3 | Keeper's room | Read notes, rest | - | 1 | ... ## Guidance plan The lighthouse beam sweeps every 8 seconds and is always visible; warm lanterns mark the critical path... ## Playtest plan - Do players find the first grapple point within 30 seconds? - Failure signal: more than 3 deaths in beat 2.

An example the author shared. Your result will differ.

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