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How to Improve Your LBP Platformers: 8 Tips!

Updated: Feb 28

This is the first of a series of LBP Union Creative Guides. In the future, there will be a Creative Guide hub page that will allow you to browse and find various different instructional articles and tutorials. This is the first of them about creating platformers. If you would like to help share your LBP creative knowledge with others through these guides, consider applying for our Scribe team!


The heart and soul of LittleBigPlanet is platforming. Since this is where LittleBigPlanet got its start, platformers are some of the most popular levels in the game. However, making a quality platformer can be a bit intimidating to some creators. How can we improve our LittleBigPlanet platformer levels?

This is a guide that can help you exactly that! In what follows, we'll talk about eight steps to improve your platforming projects!

These tips were used heavily by the creators of the Return to Carnivalia adventure.

Tip #1 — Use Grid to Improve Alignment & Spacing

Grid is a feature that allows you to align various parts of your level. You can use grid to align materials, objects, stickers, decorations, logic, and other bits and bobbles.

Grid is especially helpful when trying to make things straight, parallel, perpendicular, or precise. It's also very important for achieving symmetry.

A screenshot of LittleBigPlanet 3 showing how to turn on grid in the options menu.
You can configure grid in the Start or Options menu.

To turn on grid mode, first enter create mode. Then follow these steps:

  1. Press Start or Options.

  2. Use the left analog stick or D-Pad to select the grid option.

  3. Tap left and right to select Small, Medium, or Big.

Generally, the best grid size to use is small. It's important to make sure that grid is used as much as possible to maintain a clean look to your level. It's also helpful when you want to edit an earlier part of your level later on.

However, as with every tip, there are exceptions. Sometimes grid is not great for placing objects more precisely than small grid can offer. It may be helpful to turn off grid momentarily to place decorations or stickers before continuing.

Additionally, some shapes do not align correctly with the grid. For example, triangles do not align correctly with grid because the grid is locked to a square shape.

Tip #2 — Consider Path Size & Blockiness

If the player in your level is going to be walking on materials and paths, it's important to make sure that these materials are the right size. Notice that when you go to place a square shape from your popit in create mode, the default size of the block is about 4x4 small grid blocks, or one large grid block. This is usually the best size for you to use when drawing paths.

Although this size is a good best practice, there are certainly times when you may need to have smaller platforms and paths than normal. Don't be afraid to bend the rules a bit!

A screenshot of LBP3 showing the best size block to use to draw paths.
Consider the size of the block you use to draw paths.

It's also a good idea to consider how 'blocky' your level should be. Most platformers are very rigid, with platforms and paths having very rigid corners. However, you should consider what your level might look like with curving sloped paths. This can help contribute to a more smooth feel to your level.

Ultimately, the 'blockiness' of your level is up to you and your aesthetic!

Tip #3 — Use Modular Level Design

This may sound complicated, but using modular level design actually makes creating levels easier! Modular level design is where each piece of your level is independent from other pieces. This allows you to be able to rearrange the pieces in any way you'd like or even reuse some pieces.

A screenshot of LBP3 showing how to create modular level designs.
Make paths modular to speed up level creation and make things more consistent.

How you choose to implement this idea is up to you. However, you can start by making sure that every section of your level is a separate piece. Avoid gluing objects together unless absolutely neces