Level Design Masterclass
Six modules taught by the designers who built all 150+ chambers — from mechanics-first prototyping to the telemetry that tells you a level is done. For designers, educators and the deeply curious.
How 150 chambers got made
The team opens its actual process: the paper prototypes, the playtest spreadsheets, the heatmaps, the cuts. Every module works through a real chamber — warts, iterations, rage-quit graphs and all.
You finish by building your own chamber using the course toolkit — paper templates, friction tables and a tuning checklist. The best student chambers each season get featured in the community showcase.
The short version
A six-module video course by the Mojo design team — build puzzle chambers players can't stop thinking about.
What's included
The six modules, in order.
Mechanics first
Prototype the rule before the room — why every chamber starts on paper.
Hazard grammar
Fairness, telegraphing and the cruelty budget.
Telemetry tuning
Read the data: where players quit, and what to change.
Your path through the course
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Watch & rebuild
Each module ends with a rebuild exercise on a real shipped chamber.
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Build your own
The capstone: design a chamber from brief to tuning checklist.
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Submit for review
Seasonal review round — standout student work gets studio feedback.
Designers, teachers and curious players
Game design students use it as coursework, educators mine it for systems-thinking lessons, and competitors learn exactly how the designers think — which is its own edge.
Student discount
25% off with a valid .edu email — applied at checkout.
Classroom version
Teaching a class? The Education Licence bundles this course.
Before you commit
More from the catalogue
Learn from the people who built it
A$199 for 8.5 hours of real process — prototypes, data and cuts included.
REBOUNDAUSTRALIA