The Level Design Book
BookResources
  • The Level Design Book
  • ✨What is level design
  • Book 1, Process
    • πŸ—ΊοΈHow to make a level
    • 🧠Pre-production
      • Pacing
      • Research
      • Worldbuilding
      • Scope
    • πŸ”«Combat
      • Enemy design
      • Encounter
      • Cover
      • Map balance
    • πŸ› οΈLayout
      • Flow
        • Circulation
        • Verticality
      • Critical path
      • Parti
      • Typology
        • Gates
    • 🏠Blockout
      • Massing
        • Landscape
        • Composition
        • Prospect-refuge
      • Metrics
        • Modular kit design
        • Doom metrics
        • Quake metrics
      • Wayfinding
      • Playtesting
        • Player persona
    • πŸ“œScripting
      • (stub) Navigation
      • Doors
    • β˜€οΈLighting
      • Three point lighting
      • D6 lighting
      • Lighting for darkness
    • 🏑Environment Art
      • Shape and color psychology
      • Texturing
      • Storytelling
      • Optimization
    • 🌈Release
  • Book 2, Culture
    • 🦜Level design as culture
    • History of the level designer
    • Zero player level design
    • (unfinished pages)
      • History of architecture
      • Structural engineering primer
      • History of environment art
      • History of furniture
      • History of encounter design
  • Book 3, Studies
    • πŸ”How to study a level
    • Single player studies
      • Undead Burg (Dark Souls 1)
      • Assassins (Thief 1)
      • (STUB) The Cradle (Thief 3)
      • (STUB) Sapienza (Hitman)
      • (STUB) Silent Cartographer (Halo 1)
    • Multiplayer studies
      • Chill Out (Halo 1)
      • (STUB) de_dust2 (Counter-Strike)
    • Real world studies
      • Disneyland (California, USA)
      • (STUB) Las Vegas (Nevada, USA)
  • Book 4, Learning
    • πŸŽ’Notes for educators
    • Project plans
      • Classic Combat
      • (Unfinished WIP pages)
        • Modern Combat
        • Modern Stealth
        • Exercise: Direct Lighting
        • Exercise: Whiteboard 2D
        • Level Design Portfolio
        • Design Test: Adaptation
        • Exercise: Layout
        • Exercise: Verticality
  • Appendix
    • Tools
      • TrenchBroom
    • Assets & Resources
      • Recommended talks
      • Recommended books
      • Quake resources
        • How to package a Quake map/mod
      • File formats
        • FGD file format
        • MAP file format
        • MDL file format
    • Communities
    • About this book / authors
    • License / copyright
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  • Gate types
  • Strictness
  • Direction
  • Lock and key gates
  • Shortcuts
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  1. Book 1, Process
  2. Layout
  3. Typology

Gates

PreviousTypologyNextBlockout

Last updated 2 years ago

In level design, a gate is anything that blocks player , usually along a .

Gating is an abstract concept, it is not necessarily a literal gate or door. It could be a magic barrier, an NPC blocking a doorway until you complete their quest, or an avalanche of rocks that falls behind the player. Anything that blocks player movement is functioning as a gate.

Gating is also a verb: "we have to gate the player inside the arena until they complete the boss fight..."

Gate types

Strictness

  • Hard gate: players must always complete the encounter with no shortcuts (e.g. wait until a timer elapses, defeat all enemies, loot a key from a defeated boss)

  • Soft gate: can potentially exit early, but must usually complete the encounter (e.g. exit mechanism requires staying in a vulnerable position, so most players clear the arena first)

  • Hidden exit: the player must explore the arena to find the exit (e.g. an exit hidden in a corner that most players won't notice until after clearing the arena)

Direction

  • Forward gate: player's forward progress is blocked.

  • Backward gate / one-way entrance: player cannot backtrack.

Lock and key gates

A lock and key gate is a hard gate that prevents the player from passing through until they find the "key" somewhere else in the level. This key is abstract -- it can be a literal key item that the player picks up, or it could be a button.

Some best practices with implementing lock and key gating:

  • Show the lock before the key. When the player finally finds a key, they might remember the locked door they encountered earlier. If you do it the other way around, it will feel less like the player solved a problem, and more like they accidentally stumbled on the lock with the key already.

  • Remind the player about the lock when they get the key. Maybe the key is on a balcony overlooking the lock, or the button is aligned with a window facing the lock. Nonrealistic projects could script a brief cutscene that shows the unlock.

  • If the lock requires multiple keys, the lock's visual design should hint at the key count. For example, a locked door that requires three keys should have three keyholes.

Shortcuts

A shortcut is a hard gate that the player can unlock from the other side, allowing easier backtracking and/or better flow between areas. Exploration games often feature one way doors, climbable ladders that drop down, or elevators that turn on.

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flow
critical path