I’ve been thinking a lot lately about how cardio and recovery routines might overlap with level design, and I’d love to hear your thoughts. As a safari guide, I’m used to mapping out routes and creating experiences that flow naturally, but I’ve started to wonder if the principles of pacing and endurance in fitness could apply to designing levels.
For example, when I’m running or cycling, I notice how important it is to balance high-intensity bursts with recovery periods to maintain stamina. Could that same ebb and flow translate to how players move through a level? Maybe designing moments of tension followed by quieter, exploratory sections could keep players engaged without overwhelming them.
On the recovery side, I’ve also been curious about how rest and reflection play into both fitness and design. After a tough workout, your body needs time to adapt and grow stronger. Similarly, do players need “recovery” moments in a level to process what they’ve just experienced before diving into the next challenge?
I’d love to hear if anyone else has thought about this or has examples of how fitness principles might influence creative work. Or maybe I’m just overthinking it while on a treadmill! Either way, I’m excited to hear your perspectives.