Game Designers' Note

Level Elements

Below are common elements that are present in levels across multiple games; consider using them when you get lost.

NameDefinition
Avatarthe game entity the players control inside the game. For instance, Mario and Luigi in Super Mario Bros (Nintendo, 1985).
Bossan enemy that poses a bigger threat than most. An example is Iceman from Megaman (Capcom, 1987).
Collectiblea game object that can be collected by the players. An example is the coins in Super Mario Bros (Nintendo, 1985).
Enemya hazard that takes the persona of a character. Goombas from Super Mario Bros (Nintendo, 1985) are one example of enemies.
Environment Tileentities used to decorate the game, usually not interactable. Clouds in Super Mario Bros (Nintendo, 1985).
Hazardentities that hinder the player from completing their goal. An example is the spikes in 1001 Spikes (Nicalis and 8bits Fanatics, 2014).
Inaccessible Areaan area that players cannot reach, but that might become accessible at some point in the game. For instance, dungeon rooms in The Legend of Zelda (Nintendo, 1986) that require a key to enter.
Levelsection of the game, where players act towards winning the game. An example is World 1-1 from Super Mario Bros (Nintendo, 1985).
Mechanican element in the game, visible or not, that enforces a rule. An example is the checkpoints in Sonic the Hedgehog (Sega, 1991).
Objectany entity that appears in a game scene and can change state. It includes hazards, enemies, power-ups and etc.
Power-upa collectible that positively impacts the players. The mushroom in Super Mario Bros (Nintendo, 1985) is an example of power-up.
Projectilesmoving entities projected from a hazard or avatar. Hammers thrown in Super Mario Bros (Nintendo, 1985) are an example.
Ruledescribes how the game is played and controlled. An example is a rule to collect all pellets to win in Pac-Man (Namco, 1980).
Scenea slice of a level/world that revolves around a concept, usually a challenge.
Screenthe part of the game level/world that is currently visible to the players.
Solid Tilea game object that prevents the players from passing through it. An example is the floor in Super Mario Bros (Nintendo, 1985).
Worlda large game area that is built from multiple levels. For example, Brinstar in Super Metroid (Nintendo, 1994).

Level Design Patterns in 2D Games.pdf — Ahmed Khalifa, Fernando de Mesentier Silva, and Julian Togelius

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