XP Curve Planning Worksheet
This worksheet helps you map levels to content unlock points and target playtime before you commit to any XP formula. For the underlying theory of curve shapes and why cadence should drive the math, see Designing Better XP Curves. If you'd like a second opinion on a curve you've already drafted, book a free consultation.
The most common XP curve mistake isn't a bad formula â it's picking a formula before deciding what it needs to do. This worksheet forces the second step first: for each meaningful level, write down what unlocks there and how long a typical player should take to reach it. Only once that cadence is on paper does it make sense to reach for curve math. See all checklists and worksheets for related audits.
Fill-In Worksheet
List each level where something meaningful happens â a new zone, gear tier, ability, or story beat â along with the target playtime to reach it. Leave the cumulative XP column blank until you've picked a formula; that's intentionally the last thing you fill in, not the first.
| Level | Content / Unlock at This Level | Target Session / Playtime to Reach It | Cumulative XP (fill in once you pick a formula) |
|---|---|---|---|
Illustrative example Say a new zone unlocks every 3 levels, and the design intends roughly 2 hours of typical play per zone. In the worksheet, that means the row for level 4 (or wherever the next zone gates in) gets "New zone: Level 4" in the unlock column and "2 hours from previous unlock" in the playtime column â filled in before any XP number exists for that level.
Once every row has an unlock and a target playtime, hand the cadence off to the XP curve calculator to generate the actual formula and cumulative XP table. Working in that order â cadence first, math second â is what keeps the curve tied to what the game actually needs instead of to a formula that happened to feel fine in the first few test levels.
Before You Finalize the Curve
- Every row in the worksheet has a real unlock, not a placeholder like "nothing new" â if a level has nothing attached to it, question whether it needs to exist.
- Target playtimes come from playtest or telemetry data where available, not just a designer's gut feel for what "should" take two hours.
- The curve is tested against average play patterns, not best-case speedrun pacing or worst-case completionist pacing alone.
- No level requires more grinding than the content it unlocks justifies â a minor cosmetic unlock shouldn't demand the same playtime as a new zone.
- The curve has been checked against more than one player archetype (completionist versus main-content-only) before being treated as final.
- The curve is re-validated any time content cadence changes â a delayed zone, an added side quest line, or a cut gear tier all shift what the XP math needs to hit.
- Tutorial-phase levels are checked separately from mid-game levels, since a curve that fits one phase well often fits the other poorly.
- Cumulative XP at each unlock point lines up with the target playtime column, not just with a smooth-looking overall curve shape.
- The worksheet has been walked through with anyone else who owns content cadence, so the XP curve and the content plan aren't drifting apart independently.
- A plan exists for revisiting this worksheet after the next major content or scope change, rather than treating it as a one-time exercise.
- Any hybrid or stepped curve segments each trace back to a specific row or phase in this worksheet, not to an arbitrary blend.
FAQ: XP Curve Planning Worksheet
Why fill in content and playtime before picking an XP formula?
Because the formula should be a consequence of your content cadence, not the other way around. If you pick a curve shape first and fit content to it later, you tend to end up with levels that unlock nothing and unlocks that arrive mid-level â both of which read to players as sloppy pacing even when the underlying math is fine.
What if I don't know exact playtime numbers yet?
Use your best estimate and mark it clearly as a placeholder â a rough guess based on comparable games or early playtests is still more useful than skipping the column. The worksheet is meant to be revised as real data comes in, not filled in once and treated as final.
How is this different from the XP curve calculator?
This worksheet is where you decide what the curve needs to accomplish â which levels matter, what unlocks when, and how much play time should separate each unlock. The XP curve calculator (linked above) is the next step: once you've mapped that cadence here, the calculator turns it into an actual formula and cumulative XP table.
Should I fill this out for every level, or just key milestones?
Key milestones are usually enough â the levels where something meaningful unlocks, plus the levels immediately before and after a pacing phase changes (like the end of a tutorial or the start of an endgame stretch). Filling in every single level rarely adds insight and makes the worksheet harder to scan for problems.