The difference between a zoo that "just grew" and one that feels designed is usually planning. Ten minutes of thinking before you build saves hours of deleting later. This is the process I use for every new area.
Step 1: start with the animals
Everything else follows from the animals: the size of the habitats, the theme, the plants and the buildings.
- Pick a place, not just a continent. "Africa" is vague. A specific river valley or national park gives you a clear list of animals and a clear look.
- Use the Zoopedia's filters to find animals from that region and habitat type. The online version on the official site makes this easy.
- Check who can live together. The Zoopedia lists thriving relationships between species. Predators and their prey obviously don't share.
- Think about the wildlife reserve too. If the area's animals can be released into a reserve in the same region, your breeding programme gives you credits as well as guests.

Step 2: sketch it
Before you touch the game, sketch the area on paper (or use a simple to-do board if you like being organised):
- Where do guests enter and leave?
- Where does each habitat go, and roughly how big?
- Where are viewing points: above, below water, through a window?
- Where do shops, toilets and seating go?
- Where's the staff area, and how do keepers reach each habitat without walking through crowds?
It's much easier to move a box on paper than a finished building in game.
Step 3: paths and terrain first
In the game, start with the ground and the paths:
- Paint the planned paths with sand first as a guide if it helps.
- Set the area's height. You can control path height very precisely and use the paths to create smooth slopes, then flatten the terrain around them to match.
- Raise or lower areas on purpose. A slightly raised area lets guests look down into habitats, and a river below lets boat riders look up.
- Use terrain stamps to build a berm (a raised bank) around the area, covered in trees. It hides the rest of the zoo and makes the area feel like its own world.
Step 4: habitats before buildings
Habitats have to be a certain size, but shops and staff buildings can squeeze in anywhere. So:
- Draw temporary barriers for each habitat in the rough shape you want.
- Pin the species to each one and adjust until the size is right.
- Only then place shops, toilets and staff buildings in the gaps.

Step 5: think about the guests
Sightlines
- What's the first thing a guest sees when entering the area? Make it something impressive, like a waterfall, a big sign or a headline animal.
- Give each habitat more than one view. Real zoos do this all the time: an above-water view, an underwater window and a raised overlook. It feels like better value to guests, and animals get spaces away from the crowds.
Accessibility
- Use ramps next to stairs, and keep slopes gentle. A tunnel that drops 2 m over 4 m is comfortable; a steep ramp shuts people out.
- Add an elevator in multi-level buildings.
- Make a wider gate and an accessible toilet at entrances.
Flow
- Keep the main path wide. A 4 m path is often too narrow for a busy route.
- Put shops in side bays, not in the path.
- Give guests a loop, not a dead end, or at least a shortcut back.
Step 6: theme it
- Mix architecture styles honestly. An African area doesn't have to be all mud huts. Traditional village buildings next to modern ones feels more real and more respectful.
- Repeat details inside and outside the habitats. A stilted hut that appears both on the guest path and inside the warthog habitat ties the area together.
- Make a logo. There's now a downloadable Planet Zoo font, and free-text signs make a custom area sign easy.
- Add story. A charity partner sign, a donor wall or a "brought to you by" board makes an area feel like part of a real zoo.
Step 7: staff and utilities
- One work zone per area, with its own keeper hut, staff room and vet surgery.
- Hide power and water filters behind buildings or rocks, but keep staff path access.
- Leave room for future expansion, both habitats you'll add later and wider paths for bigger crowds.
A checklist before you open the area
- Every habitat at 100% welfare, with no escape routes on the heat map
- Every habitat in a work zone
- Power reaches every shop and screen
- Toilets, food, drink and seating
- Bins and recycling bins next to benches
- Education boards and donation boxes at every habitat
- Ramps for accessibility