(4Gamer) CEDEC 2025: The secret to the fast-paced 3D level design of "Astro Bot". How Team ASOBI Designed the User Experience, by Hironori Yatoku

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On the final day of CEDEC 2025, one of Japan's largest technology conferences, on July 24, 2025, Hironori Yatoku, lead game designer of Sony Interactive Entertainment's PlayStation Studios Team ASOBI, took the stage to explain the level design of "Astro Bot".

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Released in 2024, Astro Bot for PS5 is an action game designed to satisfy everyone, from beginners to veteran players who have been playing games for many years. In the session, the concept and know-how of level design were conveyed.

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Before getting into the main topic, Yatoku defines "level design" as "planning to create a stage, actually creating terrain, arranging various things, and delivering them to users as an experience." He also said that he would be able to play with a fresh feeling so that various experiences on the stage would flow as "fast-paced level design".

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Preparation & Geometry
Preparation is important in everything, so the first step is to "1. Find good ingredients before cooking." Mr. Yatoku says, "A level designer is like a cook, and it is also important to identify good ingredients that can be used for cooking (stage)." For example, if you find the mechanism of squeezing water out of a sponge with the [R2] button interesting, you can expand your ideas about what kind of food you can make with it.

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Since you need to suck in water, you will realize that water will be related to the art theme of the stage, and you will also need something to pour squeezed water.

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Next, "2. Gather ideas and try them". Not only can you use your ideas as they are, but you can also combine them with other things. However, since individual strength is limited, brainstorming is carried out with the help of the team. At Team ASOBI, we draw and collect ideas for each sticky note and archive them.

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By creating a prototype (use case) that can actually be played, the level designer can start designing the stage with the knowledge of "good experience" and "fun play".
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And "3. Clarify the purpose". Once you have a unique gameplay, create a combination of art themes that take advantage of it and define your purpose to "create this experience." This is where we start planning the stage for the first time.

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Next, as one picture, "4. Plan from start to finish". Decide here the landmarks, enemies that appear, the start and goal, and what kind of play to place. Also, determine the desired emotional curve.

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Team ASOBI's level designers create their own stages, so there is no need for detailed blueprints. After that, you will play with the assembled items and rework them.

Next, Mr. Yatoku moves on to geometry (the physical shape and structure of the entire stage). These are ideas that don't get the player astray, but make them feel like they're deciding where they're going.

To do this, first of all, "5. Make the main path easy to understand". The main pass is the main path from the start to the goal. If this is clear, players can take a detour with peace of mind. There is also a way to follow chains and pipes to know where to go.

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It is also important to "6. Eliminate ambiguity". It is important to be clear whether the steps in front of you are a slope or whether you need to jump.

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Another point to consider is that the player should not lose sight of the direction of travel in 7. The goal is basically placed at the location of a landmark. Also, if the terrain changes, it is not a mistake to go straight up or climb up for the time being.
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Surprisingly, it is easy for players to be stressed when they make mistakes without knowing the depth of the stage. The trick to "8. Make the depth easier to understand" is to line up a number of scaffolding of the same size and shape to make it easier for players to understand naturally. Also, if you align the width of the entrance and exit, you can tell them the route you want to take.

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Together, it is possible to first "create terrain assuming 9. movement path". For example, if you make a step shape that is directly opposite the expected route, the player can move smoothly.

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Also, in the terrain of the slide above, you walk on concrete, jump on metal, walk on metal, and then concrete again...... In this way, I am also aiming for the fun of changing the footsteps and the haptic (vibration) of the controller.

Layout & Adjustment
Next, let's talk about the layout of placing enemies, objects (objects), decorations, etc. on the stage. An example of "10. Arranging a movement path assumed" was a block in the middle of a movement path. Here, the goal is to punch the block and quickly cut it back in the opposite direction, so that the player can feel comfortable.

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"11. Position with controller operation in mind" is to make the operation rhythmic so that people can feel comfortable. Kick of "PaRappa the Rapper"! Punch! It's all in the mind!…… However, the idea is to have them attack and jump according to the notes of the rhythm game and make them feel good.

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The next "12. Connect actions" is a devise to prepare a place to perform one action operation continuously after having them memorize it. Also, when you want to experience a slightly difficult game, such as moving while running away from something or taking action under a time limit, it is effective to have them try simple examples first.

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If there is something you don't want the player to miss, you can say, "13. Put the important things in the center". This is effective if it is a little overdone, and more importantly, the surrounding ground is emphasized by changing the texture.

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The boss is located in the center of the circular arena, but if you damage the boss, you can move away from the center to create a sense of thrill and urgency.

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The placement technique is not only emphasized, but also casual. "14. Fill the empty space with decoration" is a way to make the stage feel spacious and free-moving, without feeling monotonous. For example, by placing grass that does not block movement, you can somehow divide the area without hindering movement. You can also entertain them with the sound of touching grass and haptic.

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"15. Put physical objects together". This is a technique that takes advantage of the habit of people who tend to feel uncomfortable when they go to a messy place from the beginning, but on the contrary, they love to make a mess themselves.

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Another option is to use a large number of physical objects to show that the direction of gravity on the stage has changed.

"16. Teach without explanation" means that you should not use text as much as possible during the game and tell you how to play. This is because if you let them read the text, the game will stop and the tempo will be slow.

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To tell them about new actions and gimmicks, it's a good idea to have a place where people can actually try them out. Once the player understands, they also know how to get out of it.

Also, just before a boss battle, you can apply "12. Connect actions" to tell you the action you want to use during the battle first.

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During the game, players are likely to feel dissatisfied if they cannot operate for a long time. "17. Reduce the time when you can't operate" is the idea of making it possible to operate even when the shape of the stage changes.

Even if you don't move on, it's better than just watching. This makes it easier to feel that you have experienced it rather than "seeing the story."

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The next step is to be able to plan 18.1 seconds ahead. Humans cannot act at the moment they think, and they need about one second to change their plans. Therefore, if you introduce enemies at the right time, the player can deal with them and have fun at a good tempo.

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Stages that go up the screen tend to be difficult to deal with because you can't see ahead. I want to think carefully about whether the player is aware of the gimmick and has time to use it.

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If the end is good, everything is fine. The impression at the end of the stage is important. "19. Excitement for the goal" is a method of "hospitality" that excites the mood with the experience of peaks and valleys just before the goal, and has them score a goal. It's also good to simply have them overcome boss battles.

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……After that, the points will continue up to 30, but I would like to conclude this article with Yatoku's last words, as I will wait for the detailed report to be published at a later date. That is, "it is important to recreate it many times to a state that players can enjoy." The staff gathers to play the stage they have created, summarizes the good and bad points, and brushes them up.

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This was not limited to level design, but also the entire "Astro Bot", and Mr. Yatoku concluded this session.

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Incredible stuff. AstroBot really is a masterpiece. Often when playing I wonder how the levels came together. They are so intuitive to navigate, creative, yet many provide also satisfying challenge.

I have been pouring hours into DK Bananza, where EAD chose to ignore almost all the above rules. I say chose, because they clearly had a grasp of them for Galaxy and Odyssey. Too early for me to judge how it's working for them, need to finish the game.
 
it follows the most basic level design formulas.

it's essentially copying super basic fundamentals that decent 2D and 3D platformers followed for decades and did nothing new with it. it's very much by the numbers.

all of which isn't a bad thing, but I don't think you need a dev talk about that... but then again, Yooka Laylee exists, and they sure as fuck could have used a lesson or two about level design lol
 
There's a lot of fun secrets in Astro Bot's levels without feeling overwhelmingly large. I love that you can pretty quickly go through the game, and do another run or two to scoop up the remaining secrets and collectibles. There is something to be said about the momentum and how good it feels to simple navigate. Nintendo devs talk about this a lot, and how they want it to be fun to traverse the world and look for things. In effect, it's basically the antithesis of Ubisoft's design.
 
Is this talk recorded anywhere?
 
There's a lot of fun secrets in Astro Bot's levels without feeling overwhelmingly large. I love that you can pretty quickly go through the game, and do another run or two to scoop up the remaining secrets and collectibles. There is something to be said about the momentum and how good it feels to simple navigate. Nintendo devs talk about this a lot, and how they want it to be fun to traverse the world and look for things. In effect, it's basically the antithesis of Ubisoft's design.
Only applied to their AAA Open World Games. However I won't accept the POP or Rayman slander 🥲, especially Rayman Origins, Legends and Rayman 2
 
it follows the most basic level design formulas.

it's essentially copying super basic fundamentals that decent 2D and 3D platformers followed for decades and did nothing new with it. it's very much by the numbers.

all of which isn't a bad thing, but I don't think you need a dev talk about that... but then again, Yooka Laylee exists, and they sure as fuck could have used a lesson or two about level design lol
I wouldn't call Astro bot level design "basic" tho. If that's basic, then wow I must've been playing so many bad to average platformers my whole life(based on their level design)
 
Proclaims that a dev conference is "marketing", then points you to a literal marketing documentary rofl.

You are a treasure.
What is marketing documentary?

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But yes, what they are showing here is extremely basic stuff. If you have seen Psychodyssey, you will see it goes too much in depth of creation process.

Also covers human and management side of things. Its real deal.
 
I swear, Astrobot's platforming is overrated as fuck. The platforming is fine, simple, charming, and polished but people pretend it's reinventing the genre because PlayStation fans have been stuck in a cinematic third-person cutscene simulator loop for over a decade. So when a platformer shows up with actual colors and a jump button, it's revolutionary and basically the second coming of Mario to them. Don't get me wrong, game is still amazing and everything and its great that Sony took a risk on it, but come the fuck on. People acting like this is in the top 5 of platforming games need to play more platforming games.
 
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What is marketing documentary?

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But yes, what they are showing here is extremely basic stuff. If you have seen Psychodyssey, you will see it goes too much in depth of creation process.

Also covers human and management side of things. Its real deal.
Why do you think a studio would want to put out a documentary to consumers to begin with lol? What is there to be gained by putting yourself out there like that?

Simple answer: Marketing and awareness.
 
Why do you think a studio would want to put out a documentary to consumers to begin with lol? What is there to be gained by putting yourself out there like that?

Simple answer: Marketing and awareness.
It was done cause in past they ran into some issues with kickstarter, something like that.

It isn't marketing cause in documentary, they dont try to come across as some special, gifted team.

-Management issues are shown

-Double Fine had lower average salary, that is shown. That was rectified to an extent after MS acquisition, but devs were not allowed to work on indi games anonymously after that. Those issues and struggles are shown

-Devs are playing Nintendo games for inspiration, that is shown.

So much other stuff. This is from top of my head.

Trying to paint it as marketing exercise is frankly, just bizarre.

This one I called marketing exercise cause thats all that comes out of Sony. A very carefully curated snippets that are basic as hell. Psychodyssey is messy in comparison.
 
Only applied to their AAA Open World Games. However I won't accept the POP or Rayman slander 🥲, especially Rayman Origins, Legends and Rayman 2

Legends had a rhythm to it, but I don't think it was as interesting or controlled that well. Maybe Rayman fans think differently but I just don't see it.
 
I swear, Astrobot's platforming is overrated as fuck. The platforming is fine, simple, charming, and polished but people pretend it's reinventing the genre because PlayStation fans have been stuck in a cinematic third-person cutscene simulator loop for over a decade. So when a platformer shows up with actual colors and a jump button, it's revolutionary and basically the second coming of Mario to them. Don't get me wrong, game is still amazing and everything and its great that Sony took a risk on it, but come the fuck on. People acting like this is in the top 5 of platforming games need to play more platforming games.
I played pretty much all of Sonys Platformers (except Ape Escape) none of them come close to Astro Bot, be it controls, level design etc. Astro Bot is also better than two 3D Mario games to me(those being Sunshine and 64). As of now, Astro Bot is easily in the Top 10 for me, maybe not Top 5(nobody is saying that anyway, you made that up) but you get the gist.
 
Astro bot was my favorite game of 2024.

I just finished DK Bananza, and for the first two thirds of the game I was just thinking about how much better than Astro bot it was. Then I got tired of the game in the last third and stopped having fun, while this never happened to me with Astro bot in two complete runs.
 
I swear, Astrobot's platforming is overrated as fuck. The platforming is fine, simple, charming, and polished but people pretend it's reinventing the genre because PlayStation fans have been stuck in a cinematic third-person cutscene simulator loop for over a decade. So when a platformer shows up with actual colors and a jump button, it's revolutionary and basically the second coming of Mario to them. Don't get me wrong, game is still amazing and everything and its great that Sony took a risk on it, but come the fuck on. People acting like this is in the top 5 of platforming games need to play more platforming games.
Overrated or not is subjective but your idea that PlayStation fans have been stuck in a cinematic third-person cutscene simulator loop for over a decade is just plain bullshit. As if they have not been getting any platformers. Sackboy A Big Adventure was a very good platformer. Lo and behold it had "actual colours and a jump button" too! much like Ratchet and Clank Rift Apart that followed it.
 
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It isn't marketing cause in documentary, they dont try to come across as some special, gifted team.

-Management issues are shown

-Double Fine had lower average salary, that is shown. That was rectified to an extent after MS acquisition, but devs were not allowed to work on indi games anonymously after that. Those issues and struggles are shown

-Devs are playing Nintendo games for inspiration, that is shown.

So much other stuff. This is from top of my head.

Trying to paint it as marketing exercise is frankly, just bizarre.

This one I called marketing exercise cause thats all that comes out of Sony. A very carefully curated snippets that are basic as hell. Psychodyssey is messy in comparison.
All that stuff is for the drama and the show was created to raise money on kickstarter. It was meant to be a reality TV show that would promote Double Fines games and possibly be sold as episodes to some TV station. Much like how American Chopper worked for the duos chop shop it was marketing but messy, that was on purpose to keep it as an exciting TV show.

Even the game Psychonauts 2 was crowdfunded on Fig until they were bought by MS. That stuff was all just commercial content. this is a dev conference. There is no commercial interest in CEDEC presentations. It's just information sharing and networking between devs. It's not carefully curated (other than by the individual giving the talk) or even intended for the consumer unlike that documentary.
 
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All that stuff is for the drama and the show was created to raise money on kickstarter. It was meant to be a reality TV show that would promote Double Fines games and possibly be sold as episodes to some TV station. Much like how American Chopper worked for the duos chop shop it was marketing but messy, that was on purpose to keep it as an exciting TV show.
There is cynicism, then there is this.

That stuff was all just commercial content. this is a dev conference. There is no commercial interest in CEDEC presentations. It's just information sharing and networking between devs. It's not carefully curated (other than by the individual giving the talk) or even intended for the consumer unlike that documentary.
This presentation is information sharing between devs.

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Just look at the content. I would be offended if I were a dev and these dudes tried to tell me this.

Its like teaching 2+2 to engineering students.
 
It is not

Simple
I heard millions of times that the symbol levels are the only thing with some challenge, not enough to make a 15 hours game challenging.

I found a key code for 43 euros last day and i was checking online and 100% of people say that the game is a cakewalk, even people scoring a 10.

But i'm sure they all lie...
 
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I'm currently playing Astro Bot for the first time and it's absolutely genius.
I've just completed the mouse level and I had a smile on my face the entire time, this game bests Mario Odyssey and I'm only only the second world.
I just love the ideas that went into this, everyone needs to play this game, it's absolutely adorable.
 
I heard millions of times that the symbol levels are the only thing with some challenge, not enough to make a 15 hours game challenging.

I found a key code for 43 euros last day and i was checking online and 100% of people say that the game is a cakewalk, even people scoring a 10.

But i'm sure they all lie...

45 hours of gameplay and still have to beat last level
If you're looking only Dark Souls Challenge feel free to avoid it but challenge in this game is similar to a great 3D Mario Game (wich usually is hard after completing unchallenging story mode)
 
45 hours of gameplay and still have to beat last level
If you're looking only Dark Souls Challenge feel free to avoid it but challenge in this game is similar to a great 3D Mario Game (wich usually is hard after completing unchallenging story mode)
Nah dude, people were saying that it is a couple of notches behind stuff like the crash trilogy and those were nowhere near a souls game or actual hard platforms like super meat boy.

The last great mario is odissey and all the people say that one was an absolute cakewalk aswell, so...

Sorry but having some challenge in the endgame doesn't mean 90% of the remaining game is not a cakewalk.

I guess the term veterans for the platform genre has a different meaning and they are not talking of skilled people in search for a constant challenge.
 
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Nah dude, people were saying that it is a couple of notches behind stuff like the crash trilogy and those were nowhere near a souls game or actual hard platforms like super meat boy.

The last great mario is odissey and all the people say that one was an absolute cakewalk aswell, so...

Sorry but having some challenge in the endgame doesn't mean 90% of the remaining game is not a cakewalk.

I guess the term veterans for the platform genre has a different meaning and they are not talking of skilled people in search for a constant challenge.

This kind of games are made for both kind of audience, Kids and challenge fans
Story mode must show how the mechanics works and further levels let you use this abilities like they should

If you're looking continuous challenge into a platform game you have to look at indie market, that's the only place where you can make an hardcore platform game and gain enouhg to buy some rice to eat in the evening
 
The secret is to never push the player out of their comfort zone, drip-feeding enough stimuli to keep them content and free of a critical eye.

Asobi is really good at presenting the worst habits of modern game design in a palatable light.
 
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This kind of games are made for both kind of audience, Kids and challenge fans
Story mode must show how the mechanics works and further levels let you use this abilities like they should

If you're looking continuous challenge into a platform game you have to look at indie market, that's the only place where you can make an hardcore platform game and gain enouhg to buy some rice to eat in the evening
Kids todays probably break your ass in cod and fortnite, they are very capable, and a shitload of adults play platforms, never thought this was a good excuse tbh :lollipop_grinning_sweat:


Pretty sure that a less brainless mario would still sell like cupcakes, it's not like they have to turn it into doom eternal on nightmare:lollipop_squinting:
 
Kids todays probably break your ass in cod and fortnite, they are very capable, and a shitload of adults play platforms, never thought this was a good excuse tbh :lollipop_grinning_sweat:


Pretty sure that a less brainless mario would still sell like cupcakes, it's not like they have to turn it into doom eternal on nightmare:lollipop_squinting:

Not my 6 yrs old and his gang
That's the age you must think when you try to address Astrobot audience
 
I heard the game is beyond easy so i'm not sure what veterans he tried to satisfy tbh.
No, this game is harder than most Sony exclusive not named Bloodborne, I'm not even KIDDING. These Challenges Levels are so brutal, I couldn't even finish all of them. Still trying to achieve Platinum but I literally gave up 🥲
 
45 hours of gameplay and still have to beat last level
If you're looking only Dark Souls Challenge feel free to avoid it but challenge in this game is similar to a great 3D Mario Game (wich usually is hard after completing unchallenging story mode)
Same thing for me. The new DLC that was recently added also has a brutal challenge level that I didn't even bother finishing
 
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