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Tutorials as Onboarding: Level Design for New Players

Posted by Gemma Ellison
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July 24, 2025

Okay, let’s dive into crafting killer tutorial levels. Forget hand-holding; we’re aiming for intuitive learning through level design. Think of it as teaching players to swim by gently guiding them into the water, not throwing them in the deep end.

Core Mechanics: The Foundation of Your Tutorial

Before you even touch your level editor, identify your game’s core mechanics. These are the actions and interactions players must understand to enjoy your game. Combat, movement, resource management, crafting - what makes your game your game?

List them out. Then, prioritize them. What needs to be taught first? A common mistake is overwhelming players with too much too soon. For example, in a platformer, jumping and basic movement always come before wall-jumping or double jumps.

Designing Intuitive Tutorial Levels: Less is More

Tutorial levels aren’t just training grounds; they’re the player’s first impression. Make them engaging, not tedious. Avoid walls of text explaining the obvious. Instead, design challenges that require players to use the mechanics you’re teaching.

Think of Portal. The early levels introduce the portal gun gradually. First, creating a single portal. Then, two. Finally, using momentum to solve puzzles. No lengthy exposition needed. The level design itself is the tutorial.

Avoid the cardinal sin of “tutorial fatigue.” This happens when you over-explain or force players through repetitive tasks. If a mechanic is simple, trust your players to figure it out. A well-placed visual cue is often more effective than a popup window.

Progressive Learning: Building on Success

Each tutorial section should build upon the previous one. Introduce new mechanics one at a time, and then combine them. This reinforces learning and prevents cognitive overload.

Imagine a stealth game. The first area could focus solely on basic movement and crouching. The next introduces line of sight and patrolling guards. Then, maybe a distraction mechanic. Finally, the player uses all three to successfully sneak past a group of enemies.

A personal anecdote: I worked on a game where we tried to teach players everything at once. Movement, shooting, abilities, crafting - all within the first five minutes. Playtesters were completely lost. We had to completely rework the tutorial to introduce mechanics progressively.

Subtle Guidance: The Art of Suggestion

Direct instruction is often the least effective method. Players resent being told what to do. Instead, guide them subtly using level design elements.

Use visual cues to draw attention to important objects or areas. A spotlight on a climbable wall, for example. Place obstacles that force players to use a specific mechanic. A low barrier that requires crouching.

Color can be a powerful tool. Use bright colors to highlight interactive elements, and muted colors for the background. This helps players quickly identify what’s important.

A great example is the original Half-Life. The game never explicitly tells you how to use a health station. Instead, it’s placed prominently in your path after a difficult encounter, subtly encouraging experimentation.

Incorporating Player Feedback: Iterate, Iterate, Iterate

Playtesting is crucial. Watch how new players interact with your tutorial levels. Where do they get stuck? What do they miss? What do they find confusing?

Don’t just ask for feedback. Observe their behavior. Are they struggling with a particular jump? Do they understand the enemy’s attack patterns?

Use this feedback to iterate on your design. Adjust the level layout, add more visual cues, or tweak the difficulty. Be willing to throw out ideas that aren’t working.

A/B testing can also be helpful. Create two versions of a tutorial section, and see which one performs better with new players.

Common Pitfalls and How to Avoid Them

Tutorials are hard. Here are some common mistakes to avoid:

  • Over-explaining: Trust your players to figure things out. Less is often more.
  • Too much text: Nobody wants to read a novel at the beginning of a game. Use visuals instead.
  • Forcing players through repetitive tasks: Repetition can be useful, but make sure it’s engaging.
  • Ignoring player feedback: Playtesting is essential. Listen to what your players are telling you.
  • Making the tutorial too long: Get players into the core gameplay as quickly as possible.
  • Unskippable tutorials: At least offer the choice to skip once a player has finished it once, or if they are an experienced player who is replaying the game.

Examples of Great Tutorial Level Design

  • Portal: As mentioned earlier, Portal is a masterclass in tutorial level design. The game gradually introduces new mechanics in a way that is both engaging and intuitive.
  • Super Metroid: Super Metroid doesn’t explicitly tell you how to do anything. Instead, it uses environmental storytelling and subtle cues to guide the player.
  • Celeste: Celeste’s early levels are designed to teach the player the basic movement mechanics, while also introducing the game’s themes and characters.

Creating effective tutorial levels is an iterative process. By focusing on core mechanics, progressive learning, subtle guidance, and player feedback, you can create an onboarding experience that is both engaging and informative. Don’t be afraid to experiment, and always put yourself in the shoes of a new player. Now go forth and make tutorials people will enjoy!