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Cyberpunk 2077 - Design Wiki
  • About it
    • 👋Hello
  • 🚲Generic Game Design
    • Pre-production
    • Write the story
      • Page 1
      • Page 2
      • Page 3
    • Design Basics
      • Quest design 101
      • Level design 101
  • 🫕Cyberpunk Design resources
    • Quest Design
      • Pawel Sasko - GDC 2023
      • Sinnerman Quest Design - Video 2023
      • What makes a great quest great!
      • Constructing characters for The Witcher 3 and Cyberpunk 2077
      • Creating Captivating Stories
      • How Do Voice Actors Bring Characters to Life
    • Level Design
      • Level design 101
      • Miles Tost - GDC 2023
      • How i design levels - Video
      • Applying UX principles to level design
    • Panthom Liberty Expansion
      • Level design by Natalia Tiurina
      • Level design by Max Pears
      • Inside the game Cyberpunk PL - Documentary
    • World Setting & Wikis
      • Creating diverse dystopian Cyberpunk 2077
      • Behind the Scenes
    • Style
      • Kitsch
      • Entropism
      • Neo Militarism
      • Neo Kitsch
    • Other Sources
      • 14 Things I Wish I Knew When I Started ‘Cyberpunk 2077’ (CDPR Dev Edition)
      • How Cyberpunk 2077 Changed CDPR
  • Edit Wiki Tools
    • Information Arquitecture
    • UI
    • Retribution & References
  • 🎰Other sources
    • Wikis (Lore)
    • Modding community links
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  1. Cyberpunk Design resources
  2. Level Design

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.

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.

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.

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.

Level design code colors at CDPR

Purple = Scene Location

Blue = Cover

Orange = Device

Yellow = Main Route

Green = Side Path

PreviousLevel DesignNextMiles Tost - GDC 2023

Last updated 1 year ago

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