Crafting level design for combat
summary
Argues that precise metrics drive combat level design and demonstrates a Unity gym prototype used to test cover and spacing, settling on 3 meters cover spacing to encourage movement; gives concrete weapon ranges (pistol 10–15 m, shotgun 5–10 m, assault rifles longer) and shows how cover height, elevation and readable main versus side paths shape fronts and flanking routes. Recommends decision points with non‑campable cover, an easy first kill to build momentum, cross‑team communication and frequent playtests to validate designs.
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chapters (27)
- 0:00Intro
- 0:47Crafting Level Design For Combat
- 1:08Learning Outcomes
- 1:48Level 1
- 2:031: Who am I?
- 2:482: The Role of Level Design
- 4:073: Role of Level Design
- 5:091 Understand your Encounters
- 6:172 Encounters
- 7:342 Where are Encounters
- 8:43Level 2-3 Pacing
- 9:54Level 2-4 What is an Encounter
- 10:20Level 2-5 Whose Responsibility
- 11:34Level 2-6: Encounters
- 13:562 Cover Metrics
- 15:043 Cover Spacing
- 17:244 Architecture Metrics
- 19:10Level 3 - 5 Weapon Range
- 20:39Level 3 - 6 Decision Point
- 22:49Level 3 - 7 Easy Win
- 23:38Level 3 - 8 Don't Punish Players
- 24:38Level 3 - 9 Provide Choice
- 26:03Level 3 - 12 Change Fronts
- 26:44Level 3 - 13 Mix Up Cover Height
- 27:22Level 3 - 14 Elevation
- 28:19Level 3 - 15 : LD Tips
- 29:39Let's Design: Combat
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