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Modular level design

  • Writer: Treble Thieves
    Treble Thieves
  • 9 hours ago
  • 2 min read

By Jose Lucero


Designing levels was something I always thought I understood, until I actually tried to build one from scratch. Going into it, I figured it would be as simple as placing walls, doors, assets. But once I started, I realized just how hard it is to balance form, function, and fun. I leaned into modular level design to help simplify things, and it ended up being one of the most useful techniques I’ve picked up so far. 



Modular Kit Creation 

Once the blackout was approved, I built a small modular kit. This included walls, floor book shelfs , railings, sealings, and some decorative elements. Making sure everything snapped to a consistent grid was tricky at first, but once I locked in a unit size, things started falling into place. 

I didn’t expect how much thought would go into keeping things both reusable and interesting. That was the real challenge making sure modularity didn’t mean monotony. 


Final Pass 

Once I had the modular pieces working, I could start playing with layout more fluidly. I restructured a few areas, reused certain modules in new ways, and added visual landmarks to help with player orientation. It was super rewarding to see how a few simple pieces could come together to form a cohesive space. 

 

What I Learned 

Modular design isn’t just a workflow it’s a mindset. Instead of sculpting a level like a statue, you’re assembling it like a puzzle. At first, it felt limiting, but in the end, it opened up more creative possibilities. 

I didn’t get every detail perfect, and there’s still a ton I’d like to improve, especially in terms of lighting and transitions between modules but I’m proud of what I built. It’s a strong start and a foundation I can build on. 


 
 
 

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