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RATIONAL LEVEL DESIGN

I make Rational Level Design documents to manage difficulty and rhythm
from a mathematical point of view.

EXAMPLE

During my free-to-play mobile project, I was notably in charge of the Rational Level Design. I made it as clear as possible.

First, I defined all the parameters related to difficulty and assigned them values that made sense to me (testing a few random levels for accuracy).

 

It then proved to be very useful and effective, as it helped me define what should be in each game situation according to the desired difficulty curve, and then balance these situations to match the curve.

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