Unit 7 — Level Building & Ladders

The editor becomes a paint tool and the game becomes a place. Tilemaps, colliders, sorting layers, and the design theory — flow, pacing, difficulty curves, signposting — that makes a big cave buildable and fair.

Lessons

IDTitleWhat you build / learn
7.1Tilemaps: The Level Editorgrid, palette, paint — drawing instead of placing
7.2Tile Collision, Layers & Sortingcomposite colliders and the two meanings of layer
7.3Ladders I: The Climbing Statetrigger zones, gravity 0, a third movement mode
7.4Ladders II: Mounts, Tops & Polishthe top-of-ladder problem and the mount prompt
7.5Design a Big Cave: Flow & Difficultybeat charts, sightlines, death audits — zero code
7.6Level Studio Ipaper to playable: the whole cave walkable
7.7Level Studio II + Cross-Playtestpolish two beats deeply, measure the rest

Concepts this unit owns

Level design as data-driven storytelling: flow, pacing, and signposting are claims about the player's attention. The beat-granular playtest table here becomes Unit 9's dataset. CED: CRD-1 (design before code), DAT-2 (collecting playtest data), IOC-1 (designing for humans).

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