A layout is the arrangement of spaces, objects, and pathways that guide how players move and interact within a level. Good layouts balance gameplay, flow, and visual design, helping players understand where to go and what to do. They also shape the player’s experience, from creating tension in narrow corridors to giving freedom in open areas. In game design, layouts are planned early and tested often to make sure they are clear, engaging, and fun to play.
Description: A linear layout refers to a level or environment that has a clear, defined path for the player to follow. These types of layouts are typically more straightforward and have a more defined progression of challenges, with fewer branching paths or areas for the player to explore.
Linear layouts can be effective for some types of games, as they can provide a clear sense of progression and a clear goal for the player to work towards. These layouts are often used in games with a strong narrative focus, as they can provide a more guided experience for the player and help to emphasize the story.
Focus: Narrative pacing, controlled gameplay, set-piece moments.
Common Genres: Story-driven games, platformers, shooters.
Layout Plan Features:
One clear path
Checkpoints
Set pieces or enemy encounters at fixed points
Triggers for cutscenes or scripted events
Example Games:
Uncharted series
Call of Duty campaigns
Inside
Description: A branch (Newton) layout refers to a level or environment that is arranged as a series of interconnected paths or areas. These types of layouts often have multiple branching paths and allow the player to move between different areas in a non-linear fashion.
Branching layouts can provide a sense of openness and exploration, as the player has more options and can choose which path to take. They can also be more replayable, as the player can explore different paths on subsequent playthroughs.
Focus: Replayability, exploration, player choice.
Common Genres: RPGs, adventure games, some shooters.
Layout Plan Features:
Main path and side routes
Optional rooms or collectibles
Multiple combat or stealth paths
Return loops
Example Games:
The Last of Us
Deus Ex
Tomb Raider (reboot)
Description: A hub-and-spoke layout refers to a level or environment that is arranged as a central hub with multiple branching paths or areas radiating out from it. These types of layouts often have the player starting at the hub and exploring the different branches or “spokes” to progress through the level.
Hub-and-spoke layouts can provide a sense of progression and a clear sense of direction for the player, as the player is able to see all of the available paths from the hub and choose which one to take. They can also be more replayable, as the player can explore different paths on subsequent playthroughs.
Focus: Exploration, backtracking, upgrading access.
Common Genres: Metroidvanias, Soulslikes, survival horror.
Layout Plan Features:
Hub area
Locked/blocked paths requiring key items or upgrades
Shortcuts and loops
Danger zones near rewards
Example Games:
Dark Souls
Hollow Knight
Resident Evil 2 Remake
Description: Open layouts can provide a sense of freedom and exploration for the player, as they are able to roam and explore the environment at their own pace. These types of layouts are often used in open-world games or games with a focus on exploration, such as role-playing games or adventure games.
Open layouts can also provide more opportunities for player choice and branching paths, as the player has more freedom to explore different areas and take on challenges in different orders. However, open layouts can also be more difficult to design, as the level designer must consider the placement and balance of obstacles and challenges over a larger area.
Focus: Player freedom, exploration, dynamic encounters.
Common Genres: Action RPGs, survival games, sandbox.
Layout Plan Features:
Zones (biomes, cities, dungeons)
Points of interest (POIs)
Fast travel spots
Quests and NPCs marked out
Example Games:
The Legend of Zelda: Breath of the Wild
The Witcher 3
GTA V
Flow is how it feels to move around the level. Does the player move quickly or slowly, smoothly or abruptly? Desired flow depends on the experience goals. Abrupt flow isn't bad
Critical path is the ideal path to complete a level. Circulation is how real world architects think about flow
Verticality is about supporting vertical flow
Parti is the core structure / main idea of the layout. What is the overall concept that binds the entire layout together? A clear parti helps you focus on the most important parts of the design
Typology is about common layout patterns and functions. Simplify the way you think about the layout Shared design vocabulary helps you study other levels and communicate
There’s no one correct way to design a layout, every designer may approach it differently. But if you’re unsure where to start, try working through each of these steps:
Pre-production: Define your design goals.
What kind of experience are you creating? What emotions or gameplay style are you aiming for?
Parti thumbnails: Sketch quick, small ideas to explore the core structure.
These help you experiment with different shapes and layouts without committing too early.
Bubble diagrams: Map out rough area sizes and how they connect.
Focus on flow, relationships, and pacing between zones.
Floor plan: Begin defining specific room shapes, entrances, and pathways.
This step brings more detail and logic to your layout.
Gameplay markup: Add labels and design notes.
Show enemy placements, items, player objectives, and anything that supports gameplay intent.
Before diving into layout creation, it's essential to establish clear direction for your design. The pre-production phase allows you to define your vision and set concrete goals for what you want to create.
Start by establishing at least one specific player experience goal. Ask yourself: What should players learn, feel, or accomplish in this level? Having this purpose clearly defined will guide all your subsequent design decisions and help create a more cohesive, meaningful experience.
Remember that designing without purpose often leads to unfocused results. Taking time to plan and define objectives first will strengthen your overall design and make the creation process more efficient.