A drawing tool that knows your game
Metrics-aware canvas
The grid snap derives from your player capsule, so rooms and corridors come out in buildable dimensions. Rooms display their size in meters or Unreal units as you draw.
Analysis that plays your level back
The sightline tool casts a true visibility polygon from any point — through your walls and cover — and flags every enemy in view. The auto-route pathfinds from spawn to objective, times the run, colors enemy-exposed stretches red, and a ghost run replays it at real speed.
Jump-validated measuring
Drag the measure tool across any gap and it verdicts the jump against your real movement physics: green is buildable, amber is frame-perfect, red is impossible. Side-view mode draws the complete flight arc to its landing point.
Level-design toolkit, not clip art
Spawn, enemy, pickup, objective, cover, and landmark stamps; wall and door tools; a critical-path tool that reports route length and traversal time so you can pace the level before you build it. Boxes merge into named L- and T-shaped rooms with exact dimensions, and every tool has a hotkey.
Lessons learned, as live checks
Design checks encode what the industry keeps re-learning: give players a calm beat before first contact, give every space a landmark to navigate by (the theme-park "weenie" principle), trace and time the golden path, and never build corridors thinner than two player-widths.
Plan the build with your team — free