강의

멘토링

커뮤니티

Game Dev

/

Game Product Management

The Secrets of Level Design Revealed by Architecture: How to Design Game Spaces That Move Players' Emotions

Level design is the process of meticulous spatial design that naturally guides players, controls tension and relief, and creates memorable moments. In this course, you'll learn how to apply spatial design principles that architects have used for hundreds of years to games. After taking this course, you'll become a game planner or level designer who thinks first about "What emotions will this space give to players, and what actions will it induce?" rather than simply "Put a wall here and place a door there."

27 learners are taking this course

  • machinetutor
게임기획
게임개발
레벨디자이너
레벨디자인
게임기획자
Game Planning
game-development
game-introduction

What you will gain after the course

  • Design Methods for Spatial Layout that Guides Attention Using Figure-Ground Principles

  • Composing Player Tension and Stability Rhythm with Prospect and Refuge Structure

  • Visual design methods for naturally guiding player movement direction with Architectural Weenie

  • Creating 'psychological walls' that are invisible through enemy placement to control spatial rhythm

  • A way of thinking that views levels as relational structure diagrams through Molecule Design

  • Techniques for inducing player behavior as stimuli by applying Behaviorism

The Secrets of Game Level Design That Architecture Reveals

"Level designer? Isn't that just someone who makes maps?"

No. A level designer is someone who orchestrates the player experience and emotional changes within the game.

The overwhelming feeling when passing through a narrow corridor and suddenly entering a vast boss room.
The excitement when climbing to a high place and seeing your destination in the distance.
The relief when wandering through a maze-like dungeon and finally returning to a familiar place.

All of these emotions don't arise by chance. They are experiences pre-planned through meticulous spatial design by level designers.


In this course, you will learn how to apply 19 spatial design principles that architects have used for a long time to games.

  • Figure-Ground
    The principle of visual contrast that silently emphasizes what's important

  • Form-Void (형태-공허)
    How to modulate tension and release through spatial density changes

  • Genius Loci (Spirit of Place)
    The secret to creating 'special places' that remain forever in players' memories

  • Spatial Scale
    From the suffocating confines of underground dungeons to the grandeur of cathedrals. An emotional rollercoaster created by changes in spatial dimensions

  • Molecule Design (분자 구조 설계)
    A new level design perspective that thinks of it as a "network of connections and choices" rather than "a path from A to B"

  • Steiner Points
    How to add strategic branching points to straight pathways, creating the fun of choice: "Which way should I go?"

  • Labyrinth-Maze-Rhizome (미궁-미로-리좀)
    Linear narrative vs puzzle exploration vs open-world freedom. Choosing spatial structures that match the gaming experience

  • Hub & Sandbox (Center and Playground)
    Adventure structure design method that extends from a stable center like the bonfire strongholds in

  • Camera Design (카메라 설계)
    The feeling of space that changes with the player's perspective

  • Proximity Diagram
    The architect's secret to designing relationships before form

  • Architectural Weenie (Architectural Bait)
    A landmark visible from afar that guides players to their destination

  • Enemy as Architecture
    The technique of creating invisible walls and flow through enemy placement

  • Symbolic Language
    Teaching players the game's language through repetition of visual patterns

  • Architecture as Symbol (상징으로서의 건축)
    How to convey emotions and stories through the building itself

  • Behaviorism in Level Design
    Psychology that naturally guides players through stimuli and rewards

  • Prospect & Refuge (Prospect and Refuge)
    Tension design utilizing instinctive emotions

  • Maslow's Needs in Design (매슬로 욕구 레벨 디자인)
    Creating level structures aligned with players' need growth curves

  • Purpose of Reward
    Design that maintains player motivation through the rhythm of challenge and reward

  • Environmental Storytelling
    Creating stories told by spaces without dialogue

I recommend this for people like this

Level Designer / Game Planner

Someone who has a weak theoretical foundation and remains at the level creation stage based on their own gameplay experience

Indie Developer / Solo Developer

Game developers who need to design spaces directly without a separate level designer

Those who want to learn how to design play flow, reward structures, and emotional rhythm from an architectural perspective

Game Narrative Designer

Those who want to learn how to convey emotions through lighting, color, and arrangement, and make spaces tell their own stories.

After taking the course

  • You can grow from being a simple 'map creator' who just places terrain to becoming a level designer who designs meticulously planned spaces and gameplay flow.

  • Architects can apply 19 spatial theories including Figure–Ground, Form–Void, and Genius Loci to professional-level design work.

  • You will be able to logically design and explain gaze guidance, spatial rhythm, emotional flow, and reward structures.

  • Players can analyze "why they like this space" and directly design play experiences that move emotions.

  • You can implement spatial storytelling where the environment tells its own story using light, color, texture, perspective, enemy placement, and other elements.


Features of this course

This covers 19 essential spatial composition principles that game level designers must know.

Modern game level designers have learned a great deal from architectural theory and psychology and have applied these insights to their practice. This course teaches you how to apply various academic achievements to game level design through 19 different topics.

All lecture slides are provided as PDF files.

The slides and diagrams used in the lectures are provided as PDF materials for review.
By utilizing these materials, you can directly take notes on key concepts (e.g., gaze structure, spatial rhythm, reward loops),
and refer to them frequently when designing your own projects or portfolios.


Clear explanations and streamlined progression enable efficient learning.

Like my other lectures, this lecture was also recorded using AI voice. Since the latest AI model was used, it delivers the lecture content with accurate pronunciation and natural explanations that are on par with professional voice actors.

All lectures were recorded and edited using pre-prepared lecture scripts, and as a result, you will be able to experience the most compressed lectures with not even a second of wasted time.

Additionally, thanks to AI's accurate pronunciation, nearly 100% accurate automatic subtitles are generated. Therefore, it has become possible to deliver improved lecture content to those who listen to classes with subtitles enabled.

And I've added slight variations to the AI voice tone for each lecture. Therefore, you can listen without getting bored, as it feels like each lecture is being explained by a different instructor.

Do you have any questions?

Q. Can I take this course even if I don't know anything about level design or architectural theory?

Of course.

This course is designed as an introductory program for all creators, including game planners, indie developers, and artists.

Even if technical terms appear, each concept is structured to be easily understood through game examples and visual materials, so you don't need to worry.

Q. Does the course include hands-on practice or tool usage?

No.

This course is not a hands-on course dealing with Unity or Unreal, but a theory-focused lecture for understanding the principles of spatial design and emotional structures.

Q. Does the content covered in the course help with actual game development?

That's right.

This course doesn't just introduce theory,

"How to induce and design player emotional changes through space" addresses this practical problem.

In other words, you can directly apply what you've learned to improve the map's structure, visual guidance, emotional rhythm, reward loops, and more.

Pre-enrollment Reference Information

Learning Materials

  • In all lectures, we provide PDF versions of the slides used during recording. You can download and use them freely.

Prerequisites and Important Notes

  • There are no special prerequisites required to take this course.

  • However, if you have experience playing various games, it will be more helpful in understanding the course content.

  • It would be particularly advantageous if you have extensive knowledge of gaming terminology.

Recommended for
these people

Who is this course right for?

  • Working-level designers who have practical experience but lack theoretical foundations in spatial design

  • A game planner who wants to study game level design more theoretically and in-depth

  • Indie developers who want to learn how to increase emotional engagement with limited resources

Hello
This is

644

Learners

24

Reviews

1

Answers

4.9

Rating

6

Courses

다양한 실무 게임 개발 경험을 가진 현업 개발자입니다. PC, 온라인, 모바일, 콘솔, VR 등 다양한 플랫폼을 대상으로 한 상업용 게임 개발에 참여해 왔습니다. 제 강의는 AI 음성을 이용하여 제작됩니다. 그래서 머신 튜터입니다.

Curriculum

All

19 lectures ∙ (1hr 22min)

Course Materials:

Lecture resources
Published: 
Last updated: 

Reviews

Not enough reviews.
Please write a valuable review that helps everyone!

$23.10

machinetutor's other courses

Check out other courses by the instructor!

Similar courses

Explore other courses in the same field!