Game/Level Design

I am fond of creating playable environments in which players can interact in fun and interesting ways with the mechanics that a game provides. For such, I research into game genres and how they structure their levels and experiment with a game’s mechanics and test out what works and what does not.

Aside from levels, I also like to ideate game mechanics and balance the game’s elements to create straight-out enjoyable ideas and experiences.

(2022)
A puzzle-platformer game where you can shift between a 3D and 2D environment with the push of a button.

Built in a group of 4, I led most of the development including the level design, being responsible for over half the game’s puzzle levels.

Level conception from rough sketch to 3D and 2D views in editor.

The game has a playable level selection hub where all levels are accessed from.

When designing the individual puzzle levels I often would draw a sketch first comparing 3D and 2D perspectives and then build and adjust in the editor (as seen in the gallery to the left).

The puzzle levels should be designed so the player will likely get the following experience:
1. See their objective.
2. Make an assumption of what the puzzle is.
3. Fall for the catch that prevents reaching the goal.
4. Get to the revelation to solve the puzzle.

(2021)
A classic Metroidvania style game.

We did research in Metroidvania level design philosophy to layout our world and create its levels. I latter on also made a “DLC” mode for it in which I further explored level design ideas.

The core design element of a Metroidvania game world is that paths are blocked off and unexplorable in the beginning but, through the acquisition of power-ups, they become accessible as the player progresses through the game.

As such, we designed the game’s levels from the outside in, tackling first the world’s arrangements with the roadblocks and keys to access them, providing eureka moments when the player realizes they can now go back there. And then we tackled the moment-to-moment gameplay.

(2021)
A top-down game made in 2 days for the GMTK Game Jam 2021 along with some classmates. I worked on the environmental art as well as the level design, we tried to meet a good point between presenting a believable prison and a fun and interesting environment for gameplay.

(2021)
A card-based RPG set in a Toybox.

I worked on the game design, mechanics and UI, as well as some level design and balancing.

(2020)
One-week individual project: A narrative-comedic game where you mess around with the thoughts of a sentient nebula.

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