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Guides

How to plan a room in a design game, step by step

An empty room in a design game practically begs you to fill it with everything in sight. The result usually looks more like a storeroom than a home. A room feels alive when there's an idea behind it: who lives here, what they do and what matters to them. Below is a relaxed plan that works in any game where you can furnish a space.

A good room starts not with a sofa but with the question of who's going to live in it.

— Editor's note

How this section works: the tips are written in general terms and suit different design games and life sims. Tool names and furniture sets vary from game to game.

Planning a room step by step

Each step is a small decision. If you're unsure, go back to the previous one.

Purpose

Decide what the room is for: sleeping, working, having guests over, making music. A room "for everything at once" usually has no character.

Home

Owner

Imagine who lives here. Do they love reading, growing plants, making things? A couple of the owner's habits will tell you which items you need.

Genres

Zones

Divide the space into areas: a place to sleep, a work corner, a walkway. Keep walkways clear, or your character will have nowhere to walk.

Techniques

Palette

Choose a main color for the walls and floor, a color for the furniture and one accent — a throw, a lamp or a picture. Light walls make a small room feel bigger.

Techniques

Big and small

Place the large furniture first, then the medium pieces, and leave small items for the very end. That makes it easier to notice when a room is overloaded.

Terms

Lighting

A window, a ceiling light, a desk lamp: several light sources make a room cozier than one bright one. Check how it looks at different times of the in-game day.

Updates

Details and a final check

Add a couple of personal touches and walk through the room as its owner would. Is everything within reach? If something's in the way, move it until it feels right.

How to judge

Allgirlsgames articles in English

This is where we'll collect articles written for English-speaking readers — players and parents.

What we're working on

  • Give your character a backstory before you choose their look
  • Mood boards for game design: collecting ideas before you build
  • Sharing your creations online without oversharing about yourself
  • Family game night with a creative game: what to agree on first

Editorial guidelines

  • Articles in this catalogue are written separately for each language version and are not translations.
  • Some articles link to third-party websites, including gaming services; we do not control their content, prices or terms.
  • We do not host games or files and do not publish download links, rankings, prices or reviews.

Before you save your work

  1. Keep the original version

    If the game allows it, make a copy of the room before any big changes. That way you can compare versions and go back to the one that worked.

  2. Look from different angles

    Rotate the camera and view the room from several spots: something that looks great from the front may block a walkway from the side.

  3. Remove what you don't need

    Try taking one item away. If nothing changes without it, maybe it wasn't needed after all.

  4. Give it a clear name

    Name the save after the room's purpose or its owner. Over time you'll have lots of projects, and it'll be easier to find the one you want.

Common mistakes

  • Buying furniture in the game before you have a plan.
  • Pushing everything against the walls and leaving a pointless empty middle.
  • Using too many bright colors at once.
  • Forgetting about lighting and clear walkways.
  • Redoing everything from scratch instead of changing one detail.
  • Techniques

    The color wheel and palettes, layers and symmetry, saving versions, planning a space and smart spending.

  • Genres

    Stylist games, room and house design, life sims, drawing, music, cooking and building sandboxes.

  • Terms

    Glossary: character creator, customization, skin, palette, sandbox, loot box and parental controls.

  • Questions

    Answers about this reference, creative games, safety, purchases and in-game chat.

What we rely on

  • PEGI — age category descriptions
  • App store help pages on parental controls

We describe genres and techniques in general terms. Every game has its own menus, button names and purchase terms, and they change over time, so check the details in the game's own help section and on its app store page.