Crafting Level Design for Combat
summary
Practical guide to making combat feel intentional: explains weapon ranges, cover types and cover buffer spacing, and how room shape (example: figure-eight movement vs 90° corners) changes tempo. Gives studio-ready metrics: Division used 4 / 7 / 10 enemies by difficulty and a corridor tweak from 3m to 4m in Cyberpunk. Talks tradeoffs—decision points, elevation, turret as reward—and stresses iteration, cross-discipline communication, and playtesting so levels actually enable the combat systems you ship.
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chapters (9)
- 0:00Introduction
- 1:06Level design for combat
- 3:54Team collaboration
- 6:00Encounters as puzzles
- 8:25Memorable combat moments
- 10:53Metrics and readability
- 13:41Player choice and momentum
- 15:29Controlling combat tempo
- 17:14Q&A
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