> For the complete documentation index, see [llms.txt](https://game-design-research.gitbook.io/cyberpunk-2077-design-wiki/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://game-design-research.gitbook.io/cyberpunk-2077-design-wiki/cyberpunk-design-resources/level-design/level-design-101.md).

# Level design 101

So, yes you had written your story and now you need to know where and how your characters will move on it.&#x20;

So let's come back to the level design elements to help us to build this stuff...

This can probably change a bit our story but it is fine. We are "iterating" to make the best quest possible.&#x20;

One of the keys to good level design is that the player’s eyes pull them through the level, effortlessly. It makes the player feel in control and immersed in the world.

Avoid cognitive charge: this means, avoid the player needed to go backwards to find something and then go back.&#x20;

{% hint style="info" %}
Mostly of the following pages are written taking into consideration that the buildings have already been built.

There are the in-game buildings and not some self-made.
{% endhint %}

## Level design code colors at CDPR&#x20;

Purple = Scene Location&#x20;

Blue = Cover&#x20;

Orange = Device&#x20;

Yellow = Main Route&#x20;

Green = Side Path
