The craft of designing consists of giving form and structure to an idea. To do this, it is necessary to reflect the vision that each of us has on a proposal, thinking about how it will be translated into the final product. As designers, we have it in our hands to mold this concept using as many tools as we have available. A our personal imaginary made up of life experiences, cultural references, studies, etc. We can channel an idea in a different way, so that no matter how similar two proposals may be, there will always be something distinctive.

In the area of Level Design, we must develop our ability to put into practice this capacity to project our vision from the most primitive phase to the final iterations. This process involves analyzing the requirements of the project we are working on (mechanics, goals, enemies, etc.) in order to base our decision making at each stage to ensure good gameplay.

One of the most crucial phases of the Level Design pipeline is blocking. In this stage, both the layout and the basic functionality of the elements that will compose the level are defined and validated. It is here where the foundations for world construction are laid, and this is what we will be discussing in this session: how to put the vision into practice and how to make decisions together to generate the blocking of a live level.