16.09.2025
Game development
2D design
Game design
Level Design for 2D Games: Basic Patterns
When creating games, the number of unique objects is limited, so to avoid repeating the same obstacles that can bore the user, game designers often use content variability, which helps build progress. This task is performed by the level designer . That is, he does not bring something new to the game, but is engaged in building existing elements and providing exciting gameplay. The role of level designers is fundamentally important for each project, and in many ways ensures its future success.
However, when creating levels, variability alone is not enough, as the player may encounter other unpleasant situations, for example, unclear instructions, too high or too low complexity, etc. All this together can cause a negative user experience. Analyzing the levels of existing 2D games, we can identify common patterns, each of which contributes to improving the quality of the design.
In fact, such patterns are a set of simple conventions that describe standard approaches to level design. At the same time, level design is a part of game design, and therefore level design patterns can actually be attributed to a subset of game design patterns. At the same time, level design has a lot of its own subtleties that have little in common with game design as a whole. For example, levels can emphasize certain points in the storyline, allow you to form short goals that are achieved, increasing the degree of user immersion in the gameplay.
The impact of level design on gameplay is so great that some developers even provide gamers with tools that allow users to create their own levels and share them with each other, as did the creators of the popular RPG series Heroes of Might and Magic .
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AI for Games 6 Popular Patterns in 2D Projects
Let's look at six basic level design patterns used in many 2D games , and discuss the principles of their use using examples from real projects.
Pattern 1: Directional indication
In the process of completing levels, players may encounter situations where it becomes unclear where to go next, which is especially relevant in projects where users have access to exploring the surrounding world . To avoid such unpleasant situations, the “direction indication” pattern is used, which, unlike instructions and tutorials that give a person clear instructions, acts non-verbally.
One of the easiest ways to point the user in the right direction is to use solid titles. A good example is implemented in the game Super Mario World , where the gamer clearly sees where his character can jump and moves in the right direction. It is quite difficult to get confused in this case.
Another frequently used option is to guide the player with collectable items: coins, fruits, etc. In fact, such elements show the main route and inform about places that are not yet visible to the user - for example, when you need to make a jump, but the place where the character can land is off-screen.
This technique is also often used to prevent bad decisions by the player, for example, jumping off a cliff where there are no objects to collect, in itself looks quite reckless and dangerous. This pattern is used in many games, for example, Jungle Adventure, Super Mario, Red Ball and others.
Another common way to indicate direction is to place hazards. These can be strong NPCs or objects that can result in a loss if they are encountered. By analyzing the areas that cannot be approached, a person can choose the right direction. However, it is worth noting that the placement of enemies, especially dangerous ones, can also be used for the opposite purpose - to attract the attention of gamers, since defeating them is often associated with obtaining valuable rewards.
And the last way to indicate direction that we will consider is the use of clues in the environment. Such a pattern can be implemented by changing lighting, color, texture, and more. The principle of its operation is based on the fact that brighter elements attract a person’s attention and stimulate curiosity, pushing to explore this area in more detail.
Pattern 2: Safe Zone
This is a pattern that involves creating one or more areas in the current scene where the player can feel safe and not be attacked by enemies or negatively affected by the environment . This is necessary so that the user can calmly assess the situation and develop a strategy for passing the level. Safe zones are especially important at spawn points - places where the character is reborn if they fail.
It is also worth noting that such areas do not necessarily have to be obvious. Sometimes it is necessary for the player to independently determine a place where enemies will not be able to notice them.
A good example of the implementation of a safe zone can be seen in the mobile game Red Ball 4. During one of the levels, the character must hide from a laser that cannot be jumped over or bypassed. However, the user can hide from danger by using elements of the environment in the form of square blocks. Thus, the person has time to study the situation and develop his own plan for overcoming obstacles.
The safe zone pattern can be used in combination with the direction cue pattern to help the gamer make the right decision.
Pattern 3: Foreshadowing
An extremely useful pattern that hints to the player about what awaits them ahead and gives them time to prepare. Foreshadowing can also be used to introduce a person to new enemy types or mechanics without traditional tutorials.
For example, in the game Mighty Jill Off, the level designers show the user spider-like enemies in advance. At first, they are not dangerous and appear out of reach of the avatar, but in the next level the player comes face to face with them, and if he was attentive before, he already understands how he needs to act.
At the same time, the foreshadowing pattern stimulates the player's curiosity, making them feel excited about new possibilities. This element is quite common in games that focus on exploring the environment . For example, in the 1994 game Super Metroid, the designers tease the user with alternative routes that will only become accessible to them after obtaining a power-up. This can motivate the player to go back to collect additional coins or find a hidden secret.
Pattern 4: Layers
The Layers pattern allows you to combine several existing objects in the game to create new areas and expand the gameplay. For example, this can be used to create more difficult obstacles that appear in front of the gamer as the story progresses. To provide optimal difficulty, this pattern is often used in combination with "foreshadowing".
A good example of the Layers pattern can be seen in the game Mega Man from Capcom , where players have to jump from platform to platform. At first it's just jumping, then some platforms start to disappear, and then moving enemies appear on them that cannot be encountered. Thus, the gameplay gradually becomes more difficult, which fuels the user's interest.
Pattern 5: Branching
The Branching pattern refers to giving the player multiple options for overcoming obstacles, allowing for different gameplay formats. For example, in Super Mario Bros. there are pipes that allow the player to descend into a dungeon and complete a level using an alternative path.
Level branching can be unlimited. That is, the player is given a multitude of routes to take, which significantly enhances the sense of exploration. Branching can also be conditional - when the user has several path options, but some of them can be used only when certain conditions are met.
For example, in Super Metroid, closed doors are scattered throughout the locations, but to enter them, you first need to find a weapon or key that opens them.
Branching can be used to create risk-reward situations. This occurs when a person is faced with a choice of which path to take - a relatively calm one with less reward, or a more difficult one with the possibility of obtaining rare loot.
Pattern 6: Breaking the Pace
Sometimes level designers deliberately slow down or speed up the game for different scenes. This is done in order to increase or decrease the level of tension, to encourage players to put more effort into the game's progress, which allows for a more dynamic and therefore exciting passage of locations. The most powerful signals for players to break the pace are audio and visual cues.
Typically, the "layers" pattern is closely combined with the tempo violation, as the appearance of additional elements and obstacles on the screen naturally increases tension. On the other hand, combining the tempo violation with the "safe zones" pattern, on the contrary, allows to reduce the load on the player and give him time to rest.
One of the most common ways to break the pace is to use hazards of increased difficulty. In practice, this can feel like a boss fight.
In this case, most often, the background music becomes faster, and a larger enemy with a separate health bar, armed with a large weapon, appears on the scene.
As for slowing down the pace, it can lead to interesting results. For example, during a break, you can let the player enjoy other features of the game - the environment , animations , etc. Sometimes a moment of calm is provided right before a difficult battle, which allows you to create a "calm before the storm" effect and intensify the climax.
An interesting example of changing the pace of the game can be seen in the Talking Tom Gold Run project from the Outfit7 studio , where the player controls a running character. The beginning of the level is always slow, but gradually the character increases speed and the gamer has less and less time to make a decision. In addition to speed, other basic metrics also change here - the length of the jump, the location of obstacles, etc., which further complicates the control.
Features of using patterns
All of the patterns described can be used in games not only individually. Professional level designers often modify and combine them to create new and fresh gameplay that can be attractive to players.
It is worth adding that not all patterns can be applied to every project, so the absence of one or more of them does not necessarily indicate poor level design. In fact, patterns are only recommendations, because how exactly they will be used in a particular game, and whether they will be used at all, is up to the designer.