The level design of Lightmatter was in large part dictated by the layout and functionality requirements of the puzzles. As such, the design process often revolved around finding the balance between keeping the integrity of the puzzles intact, while making sure that the levels were interesting, readable and fitting of the world setting…


Lightmatter was mostly built with a tile based modular approach, which made it easy and quick to block out levels, test their potential, and make changes if needed. It helped us in constricting the possibility space of the mechanics and made creating and maintaining design conventions easier.

The images below show examples of early blocked out levels that eventually made it to their final stage in the game.

Level 25 in Lightmatter
Level 27 in Lightmatter
Level 33 in Lightmatter