The 3D Handbook
Key term

Teach, test, twist

A beat pattern for introducing a mechanic safely, testing it, then changing its context. Covers The Level Design Book's three steps, Nintendo's four-step kishōtenketsu structure, Portal and Mario examples, and the limits of the pattern.

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Teach, test, twist is a pattern of three beats for introducing a game activity. The Level Design Book describes it as: "teach the player about a game activity", then "test whether the player can repeat and recognize the activity, with prompting", then "twist the frame of the activity; with less prompting, can the player recall it?" (The Level Design Book: Pacing).

It is a tool for pacing and for teaching without text. Nintendo uses a four-step relative based on the Japanese structure kishōtenketsu (Game Developer: The secret to Mario level design).

#The three beats

Each beat asks something different of the player:

The beats need not sit side by side. In The Level Design Book's Portal example, "these "twist" beats are spaced out, and aren't immediately after the Test" (The Level Design Book: Pacing).

A horizontal timeline of Portal test chambers. At Chamber 10 two black dots are labelled teach, simple fling, and test, deeper fling. Orange dots at Chambers 12, 15 and 18 are labelled twist, flings from taller heights; twist, mid-air double fling; and twist, infinite fling challenge.
One mechanic across several chambers. The teach and test share a chamber; each twist arrives later, after other material.Diagram by the handbook author, after The Level Design Book's Portal example

#The four-step version at Nintendo

Koichi Hayashida, director of Super Mario 3D Land, described Nintendo's structure in a 2012 Gamasutra interview. In a four-panel comic, "you introduce a concept, and then in the next panel you develop the idea a little bit more; in the third panel there's something of a change-up, and then in the fourth panel you have your conclusion" (Game Developer: The secret to Mario level design). Applied to a level (Game Developer: The secret to Mario level design):

  1. Introduce. "First, you have to learn how to use that gameplay mechanic."
  2. Develop. "the stage will offer you a slightly more complicated scenario in which you have to use it."
  3. Twist. "something crazy happens that makes you think about it in a way you weren't expecting."
  4. Conclude. "you get to demonstrate, finally, what sort of mastery you've gained over it."

Hayashida credits Shigeru Miyamoto, who drew comics as a child and often asked what a level's surprising third step would be (Game Developer: The secret to Mario level design). Each course carries one idea: "you have a clear concept in the beginning, and that's carried through absolutely all the way" (Game Developer: The secret to Mario level design).

Two rows of boxes. The top row, labelled The Level Design Book, reads teach, test, twist, and a dashed empty box marked no separate step. The bottom row, labelled Hayashida (Nintendo), reads introduce, develop, twist, conclude. The twist boxes in both rows are orange.
The two versions line up step for step. Nintendo's adds a final beat where the player shows mastery before the mechanic is retired.Diagram by the handbook author, after The Level Design Book and Hayashida (2012)
Shows the four steps level by level in Super Mario 3D World. Watch on YouTube

Mark Brown's Game Maker's Toolkit video applies the four steps to Super Mario 3D World, where "a mechanic can be successfully taught, developed, twisted and then thrown away in about five minutes flat" (MCV/DEVELOP: VIDEO: Nintendo's level design secrets in…; YouTube: Super Mario 3D World's 4 Step Level Design).

#Limits of the pattern

The pattern is widely taught, but its sources add conditions:

  • It needs space. The Level Design Book stresses that the twists in its example come later, not straight after the test (The Level Design Book: Pacing). A level that runs teach, test and twist back to back can feel like a checklist.
  • It assumes one clear concept. Hayashida's courses carry a single idea "all the way" (Game Developer: The secret to Mario level design). Levels that mix many systems, or open spaces where players pick their own order, are harder to sequence this way.
  • Teaching is not always a separate level. In God of War (2018), the first three of nine optional Valkyrie bosses "were specifically intended as loose tutorials" for recognising enemy tells, according to The Level Design Book's account of former Sony designer Jason de Heras (The Level Design Book: Encounter design). Teaching happens inside the content itself.
  • Teach spaces need different rules. The Level Design Book notes that tutorials may work best with no cover at all (The Level Design Book: Cover), so a teaching space can look and play unlike the rest of the level.

#How to make one

  1. Pick one mechanic. Write it as a verb: "fling", "wall-run", "dodge the tell" (Game Developer: The secret to Mario level design).
  2. Build the teach beat. A low-risk space where failure costs little, with strong signifiers (The Level Design Book: Pacing). Light the important object and keep the rest of the room quiet; see visual hierarchy and readability and focal point.
  3. Build the test beat. Repeat the mechanic with slightly higher stakes and less guidance (The Level Design Book: Pacing).
  4. Put something else in between. Place other beats before the twist (The Level Design Book: Pacing).
  5. Build the twist. Change one thing about the frame: height, timing, direction, or combining with another mechanic (The Level Design Book: Pacing; Game Developer: Captain Toad and the core of Nintendo game…).
  6. Add a conclusion if the mechanic is temporary. A short, harder sequence where players show mastery (Game Developer: The secret to Mario level design).
  7. Keep the visual language consistent. The object that taught the mechanic must look the same in the twist, or players will not recall it. See signifier and breadcrumbing.
  8. Playtest without explaining. Watch whether players recognise and recall the mechanic on their own; see playtesting spaces.

#Use in recent games

#Further reading and watching

Related pages: pacing and intensity, affordance, signifier, gym levels and metrics maps, playtesting spaces, set pieces.

References

  1. The Level Design Book · Pacing · The Level Design Book · web · accessed 2026-10-22
  2. Christian Nutt · The secret to Mario level design · Game Developer (Gamasutra), 2012 · article · accessed 2026-10-22
  3. Christian Nutt · Captain Toad and the core of Nintendo game design · Game Developer (Gamasutra), 2014 · article · accessed 2026-10-22
  4. MCV/DEVELOP · VIDEO: Nintendo's level design secrets in four steps · MCV/DEVELOP, 2015 · article · accessed 2026-10-22
  5. Mark Brown (Game Maker's Toolkit) · Super Mario 3D World's 4 Step Level Design · YouTube, 2015 · video · accessed 2026-10-22
  6. David Craddock · Hell Razer: The Making of Doom Eternal, Chapter 5: The Epic Journey · Shacknews, 2020 · article · accessed 2026-10-22
  7. Michael Higham · Why Doom Eternal Incorporates Puzzle Platforming · GameSpot, 2020 · article · accessed 2026-10-22
  8. The Level Design Book · Encounter design · The Level Design Book · web · accessed 2026-10-22
  9. The Level Design Book · Cover · The Level Design Book · web · accessed 2026-10-22

Last updated 2026-10-22