Dragon Age: The Veilguard - A Surprising Example of Good Level Design (WIP)
- tymac1028
- Nov 13, 2024
- 3 min read
Updated: Dec 4, 2025
Now you may be reading this title as, "Whaaat? I thought Dragon Age: The Veilguard was a bad game??'' and while I won't be spending this blog giving a review of the game (mainly due to the fact I haven't completed it yet), I can confirm that after 60+ hours of playing, it's a pretty good game. Yes, it has many issues, but also a lot of heart and passion put into the game and I'd like to touch on one of the departments the game EXCELS at, that being the Level Design!

(Official Cover Art for Dragon Age: The Veilguard. I do not own this illustration.)
What is good level design?
So the first area we must cover is...what is "good level design"? Well, as a level designer myself, I can tell you from experience that it is a vast spectrum to try and cover all in one singular blog, so I am instead going to use my number one source of information on learning level design: my professor, Bill Morrison and the PowerPoint slides he used to lecture my class last semester (Spring 2024)!
In his lecture, "Principles of Level Design," Professor Morrison talked to us about...well...the principles of level design, which are meant to represent what makes a level better and more fun for the players to experience. Here are the 10 principles that the Professor considers important to making a great level:
Fun to Navigate
The core method of interaction will (most of the time) be navigation - the process of traversing the level.
Careful layout, lighting, and other visual cues will create a natural "flow" that instinctively guides players through it.
Doesn't Rely on Words to Tell the Story
Three aspects of Narrative Design in a Level:
Explicit - anything that is called out by text or speech (cutscenes/objective)
Implicit - the story told by the environment (visual theme)
Emergent - the story told by the player as they go through your level
Less Telling, and More Showing
Tells the Player What to do, but not How
Players must never be in any doubt as to what their objective is
This can be done through explicit text-based objectives or waypoint markers
Objectives should be visually distinct; must stand out from their surroundings
Constantly Teaches the Player Something New
A good level should either introduce a new game mechanic or put a spin on an old one to make the player re-evaluate their established paradigm
Is Surprising
Doesn't have to be a big shock or plot twist
In level, can take the form of a unique setting, something new about a used mechanic, or turning the corner to see a beautiful vista.
Empowers/Engages the Player
Avoid asking players to do something they can do in real life
Objectives should avoid repetitive chores
For true empowerment, the player's actions must noticeably effect the game world
Allows the Player to Control Difficulty
The path should be properly paced for a player of moderate ability, with the appropriate peaks and troughs of challenge (along with some surprise)
There should also be areas off the main path that present a clear opportunity for the skilled player
Is Efficient
Every game is finite with the amount of resources to draw from such as hardware limitations or production realities
It's a designer's responsibility to maximize the use of these resources and create efficiency through good design
Reusing level spaces with slight variation can get a bang for your art buck since these levels will be recreated by the art team
Creates Emotion
The player's desired emotional response to your level is very important; should always be the starting point of your design
Drill down and select which spatial arrangements, narrative elements, and game mechanics can be deployed to best create that reaction
Driven by the Game's Mechanics
Great-level design is driven by interaction - the game's mechanics
The level should leverage your mechanics to create a great experience
Must have a thorough understanding of your game's mechanics before starting
How Do These Principles Apply to Dragon Age: The Veilguard?
(Still filling out this area hehe)


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