Keep in mind that some of these tips work in both 2D and 3D!
![](https://pbs.twimg.com/media/D-Yo3AhXYAE4eGM.jpg)
A great method for this comes from Super Mario 3D Land director Koichi Hayashida, as described in his interview with @gamasutra: gamasutra.com/view/news/1684…
![](https://pbs.twimg.com/media/D-Y1OZQXsAAhhia.png)
Read more here (links to the original interview): gamasutra.com/view/news/2656…
![](https://pbs.twimg.com/media/D-ZW1ntXsAE4-aE.jpg)
I was designing to my own skill instead of the player's. Most players die in this early stretch and never see any of the level's cooler areas
![](https://pbs.twimg.com/media/D-ZiwssXUAAIW5x.jpg)
![](https://pbs.twimg.com/media/D-ZiwvaXUAAoeN6.jpg)
Also, please buy my latest game, La Mancha, an award-winning storytelling game! lamancha.backerkit.com/hosted_preorde…
![](https://pbs.twimg.com/media/D-ZmmwoWwAE_GTb.jpg)
![](https://pbs.twimg.com/media/D-ZmzOyW4AEHbHg.jpg)
I even used #LevelDesign principles in the pacing of the Journey Deck in La Mancha: testing the probability ("pacing") of getting difficult or easy cards
![](https://pbs.twimg.com/media/D-ZsWFAXYAImNVI.jpg)