GUIDE 09 / Game design

Design Your First Game Level With AI

Teach one mechanic in three spaces.

THE SHORT ANSWER

Here’s where to start.

Use AI to help organize a level around a player action, then test the layout by playing it. Begin with a safe introduction, a simple challenge and a clear finish. A convincing map description cannot tell you whether the actual movement, camera and collision make that route enjoyable.

Before you start

Teach one mechanic in three spaces
Teach one mechanic in three spaces. Original planning diagram for this guide.Select image to view full size.

For this exercise, imagine a small top-down game in which the player collects a battery and carries it to a beacon. The example is a planning exercise you can build and revise in your chosen engine.

Start with what the player must learn

Choose one action: move, jump, collect, push or activate. Describe what the player should understand by the end of the level. For the battery example, the lesson is: “Touch the battery, then bring it to the beacon.”

The feedback sequence shows a battery on the floor, the battery being carried, and a beacon activating after delivery.
Plan visible feedback for each change. A player needs to recognize the pickup before they can reason about the delivery.Select image to view full size.

Keep the first environment simple enough that the relationship is visible. If the player must also learn combat, inventory and dialogue, it becomes harder to tell which part confused them.

List the feedback the action needs. The battery disappears when collected, a carried-battery indicator appears, and the beacon changes when activated. Each response connects an action to a result.

Sketch three spaces

SpacePurposeLayout decisionWhat to watch during a test
IntroductionDiscover the interaction safelyBattery and beacon are close, with no hazardDoes the player connect pickup with activation?
PracticeRepeat with one obstacleA wall creates a short visible detourCan the player find the route without coaching?
ChallengeUse the action under pressureOne moving hazard crosses part of the routeCan the player observe and choose when to move?

These spaces can fit inside one small level. Their purpose matters more than their size. Do not make the player walk through a large empty area simply to make the game feel bigger.

Top-down level planning diagram links a safe introduction with a battery, a practice space with one obstacle, and a finish space with a beacon.
The three spaces can be compact. Keep the first interaction unobstructed, then give the player a simple reason to use what they learned.Select image to view full size.

Mark the entrance, battery, beacon and obstacle on paper or a simple diagram. Keep an unobstructed route through the introduction. Leave decoration until you know where the player needs to look.

Ask AI for alternatives with reasons

Observe before changing the level
Observe before changing the level. Original planning diagram for this guide.Select image to view full size.
Copy and adapt for your project
Help me plan one small top-down level for [engine and version].
The player learns to collect a battery and activate a beacon.
Use an introduction, a practice space and one final challenge.
Available mechanics: movement, pickup, activation and one moving hazard.
Do not add combat, inventory menus or new mechanics.

Describe two compact layouts. For each, explain what the player sees first,
what they learn, how they can recover from a mistake and what I should test.
Flag assumptions about player speed, camera size and collision clearance.

Choose between the alternatives using your existing controls. A narrow route may look readable on a diagram and still feel awkward with your character's actual movement.

Build a blockout and walk the route

Use plain shapes for the floor, walls and objects. Test the level with the real camera and player size. Check corners, doorways and the route back from a mistake.

Two blockout corridors compare a player with very little clearance and the same player with more clearance between the walls.
This is a clearance study, not a fixed spacing rule. Use your real collision shape, camera and controls when deciding how wide a route should be.Select image to view full size.

Stand at the entrance and ask what is visible. If the goal sits outside the camera, give the player a deliberate visual cue or reveal it earlier. If every object has the same emphasis, the important interaction may disappear in the scene.

Change one variable at a time. Move the hazard before changing its speed, route and appearance together. Small revisions make it easier to connect player behavior with a design choice.

Watch a player before explaining

Give a new player the same instructions the game will provide. Record where they stop, where they look and which object they try first. Ask what they thought would happen when they touched the battery.

If the player misses the interaction, try clearer feedback or placement before adding a long tutorial paragraph. If the challenge is unfair, check what information the player receives before the danger reaches them.

Keep a short log: observation, proposed change and result on the next test. “Player walked past the battery three times” is a stronger design clue than “make the room more exciting.”

Once the route teaches the action clearly, add art while preserving that readability. The first playable prototype guide provides a broader workflow for moving from a small brief to a complete round.

TENG AI SCHOOL membership offers school materials, weekly group coaching calls and access to submit completed games for review. Explore monthly and yearly access if you want to keep building within that learning community.

Common questions

Should I add final artwork before testing the level?

Begin with a simple blockout and the real controls and camera. Add artwork once the route teaches the action clearly, then check readability again.

How can I tell whether a first level is too difficult?

Watch a player who has not been coached through it. Note where they stop, miss the goal or repeat an unintended mistake. Change one cause at a time, such as an unclear landmark or insufficient space, then watch another attempt.

What should I ask AI when planning a level?

Provide the real movement abilities, camera, collision rules and the action you want to teach. Ask for two small layouts with reasons and potential failure points. Choose a layout you can block out and test; a written map is still a proposal.

About Kevin Teng

Kevin Teng shares practical guides to building games with AI. Visit for his games and community stats, or watch his build videos.

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