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Rotobox
5 Ways to Design

The following level is level design breakdown of my game Rotobox, a mobile puzzle experience where you have to push a box to the goal using the gyroscope.

Rotobox is a puzzle game where you move boxes by tilting your mobile device in different directions to guide them toward their goals. As a mobile game, we wanted it to feature at least 100 levels. But how do you design that many levels without burning out or running out of ideas? That’s what I’m going to break down here: the different methods I use when approaching a new Rotobox level design.

Tutorial Levels:

These are by far the easiest levels to design. Since they take place in controlled spaces where the mechanic being introduced needs to be clearly understood, they tend to be smaller in scope. Because the main goal is to present a new mechanic, the layout itself becomes secondary. I don’t aim for these levels to be particularly memorable, they mainly serve as a way for the player to reinforce the explanation by trying the mechanic within the level.

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Skeletons:

I borrowed this approach from the designers of BattleBlock Theater, and it’s the method I used for many of the levels in Rotobox. The idea is to sketch out the general path the player will follow using random shapes. This establishes the “skeleton” of the level.

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From there, I begin building around that path and create an initial paper version. Then I transfer it into the editor and test whether the level is fun. Needless to say, moving from one stage of the process to the next usually requires making small adjustments to the layout. Even so, it’s a great way to overcome the blank page problem and just start designing. It works especially well for the early stages, where both paths and mechanics are simpler.

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Shapes:

The next two methods are heavily inspired by Sandy Petersen’s design philosophy in Doom and Doom II. The first focuses on prioritizing the overall shape of the level. Essentially, the level takes on a specific, recognizable form, such as a star or a skull. This makes the level more memorable for the player and gives the designer a way to simplify part of the process. These shapes can also lead to more interesting gameplay scenarios.

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Moments:

Similar to the previous method, this approach also aims to make levels memorable, but in a different way. The idea is for the level to stand out because of a particular moment. This might make it less challenging than others, but it will be more entertaining and help keep the game feeling fresh rather than repetitive. One way to approach this type of design is by thinking of an external concept that can act as the driving force behind the level’s experience. For example, ideas inspired by a metroidvania or even pachinko. These can serve as foundations for designing a level where, although the core mechanic still revolves around moving a box to reach the goal, the experience feels less straightforward and offers something more distinctive.

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Remixes:

Finally, there are remixes. This is currently the method I’ve used the least in Rotobox, as I’m saving it for when I start running out of ideas. It involves taking a previous level, ideally one from much earlier in the game, and modifying it so that it feels completely different while still echoing its original version. As mentioned, I don’t have many examples yet, since it can be a double-edged sword: if the changes aren’t significant enough, players may see it as lazy design.

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Conclusion:

One key takeaway from designing so many levels for Rotobox is that design methods are not necessarily tied to a specific genre. As mentioned above, I’ve used techniques from both 2D platformers and FPS games, genres that have little in common with Rotobox. However, when applied correctly, they can still provide a unique experience for the player. At the end of the day, what matters is thinking outside the box, drawing inspiration from different sources, and adapting those ideas to suit your needs while enriching your design philosophy.

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