This is a really important topic. Here's an interesting topic that I read recently. It's great, sparks is brilliant, and it's what inspired me to this discussion(?) thread. However, 2D Sonic level design have already been almost perfected by Sega themselves. And since Sega is not doing 3D right, as of yet, I've been wanting to talk about it for ages (Sorry for the terrifically terrible pun). A lot of fans seem to stick to the 2D game making since 3D sonic have never been fully established in the sense of a full solid experince. And since there's no clear answer to how a 3D Sonic stage should be designed around. I'm gonna go ahead and start write down some notes that I think are helpful when making 3D Sonic stages, to open up the disscussion. However, does it even work in 3D to begin with? The community decides! First and foremost – 3D IS NOT THE SAME AS 2D. You have to keep that in mind. This is a huge mistake where a lot of fan game makers (and even official Sega games for that matter) treat the third dimension with the 2D sonic standards. Most of the time it's so pathetic that it's even more linear than your typical Second Dimension restricted Sonic games. You don't design a video game the same way you write and make a movie. It's just completely different. Second - Not too simple. Not too complex. Unless your game is based on that, you shouldn't make the level a huge endless maze of loop-de-loops and springs. I think Sonic games should always have a sense of direction, I don't want to be wandering around endlessly not knowing if I'm progressing or even going the right way or as egoraptor puts it "WHERE-THE-FUCK-DO-I-GO Games". You also shouldn't make it too linear and simplistic so it comes out as a line curving here and there with a couple of ramps and speed boosters accompanied by gigantic bottomless pit. Always try to find a good balance between the two. Speed is important, Platforming is important, Exploration is important, A sense of direction is important. We all know that.. But the question is how do they complement each other in a 3D environment? By the way, a fellow of mine named nick made some incredible sketches for a 3D Sonic stage. Check it out. Third - Perspective. Should the camera be free? Should the camera be dynamic? Should it be somewhat dynamic and slightly adjustable? There are a lot of problems with this. And there's still no clear answer what best suits the 3D Sonic. Fourth - Physics. One of the most defining features of the classic sonic titles game mechanics is how they handled the physics and delivered them with the game's core aesthetic in mind of sonic begin a speedy blue hedgehog that can roll into a ball and gain a lot of momentum. But how does it work in 3D? Should it exactly be the way it was? Should it be slightly edited? Should it be completely watered down or even removed? Should it be what it is was in some parts and scripted in others? Anyways, this is what I have atm. For now, Let the discussion begin!